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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Animmal/Sun"
  4. {
  5. Properties
  6. {
  7. _ColorIn("Color In", Color) = (1,0.9310344,0,0)
  8. _ColorOut("Color Out", Color) = (1,0.9310344,0,0)
  9. _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
  10. _CoatAmount("Coat Amount", Float) = 0
  11. _Color0("Color 0", Color) = (1,0.3103448,0,0)
  12. [HideInInspector] __dirty( "", Int ) = 1
  13. }
  14. SubShader
  15. {
  16. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  17. Cull Back
  18. CGINCLUDE
  19. #include "UnityPBSLighting.cginc"
  20. #include "Lighting.cginc"
  21. #pragma target 3.0
  22. struct Input
  23. {
  24. float3 worldPos;
  25. float3 worldNormal;
  26. float4 vertexColor : COLOR;
  27. };
  28. struct SurfaceOutputCustomLightingCustom
  29. {
  30. fixed3 Albedo;
  31. fixed3 Normal;
  32. half3 Emission;
  33. half Metallic;
  34. half Smoothness;
  35. half Occlusion;
  36. fixed Alpha;
  37. Input SurfInput;
  38. UnityGIInput GIData;
  39. };
  40. uniform float _CoatAmount;
  41. uniform float4 _ColorIn;
  42. uniform float4 _ColorOut;
  43. uniform float _BaseSmoothness;
  44. uniform float4 _Color0;
  45. inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
  46. {
  47. UnityGIInput data = s.GIData;
  48. Input i = s.SurfInput;
  49. half4 c = 0;
  50. SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
  51. float3 ase_worldPos = i.worldPos;
  52. float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
  53. float3 ase_worldNormal = i.worldNormal;
  54. float fresnelNDotV201 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
  55. float fresnelNode201 = ( 0.01 + 1 * pow( 1.0 - fresnelNDotV201, 1 ) );
  56. float4 lerpResult278 = lerp( _ColorIn , _ColorOut , fresnelNode201);
  57. s1.Albedo = lerpResult278.rgb;
  58. s1.Normal = i.worldNormal;
  59. s1.Emission = float3( 0,0,0 );
  60. s1.Metallic = 0;
  61. s1.Smoothness = _BaseSmoothness;
  62. float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
  63. float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
  64. float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0);
  65. s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
  66. data.light = gi.light;
  67. UnityGI gi1 = gi;
  68. #ifdef UNITY_PASS_FORWARDBASE
  69. Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
  70. gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
  71. #endif
  72. float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb;
  73. surfResult1 += s1.Emission;
  74. SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0;
  75. s166.Albedo = float3( 0,0,0 );
  76. s166.Normal = i.worldNormal;
  77. s166.Emission = _Color0.rgb;
  78. float3 temp_cast_2 = (1.2).xxx;
  79. s166.Specular = temp_cast_2;
  80. s166.Smoothness = 0;
  81. s166.Occlusion = 1;
  82. data.light = gi.light;
  83. UnityGI gi166 = gi;
  84. #ifdef UNITY_PASS_FORWARDBASE
  85. Unity_GlossyEnvironmentData g166 = UnityGlossyEnvironmentSetup( s166.Smoothness, data.worldViewDir, s166.Normal, float3(0,0,0));
  86. gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 );
  87. #endif
  88. float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb;
  89. surfResult166 += s166.Emission;
  90. float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
  91. c.rgb = lerpResult208;
  92. c.a = 1;
  93. return c;
  94. }
  95. inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
  96. {
  97. s.GIData = data;
  98. }
  99. void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
  100. {
  101. o.SurfInput = i;
  102. float3 ase_worldPos = i.worldPos;
  103. float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
  104. float3 ase_worldNormal = i.worldNormal;
  105. float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
  106. float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
  107. float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0);
  108. float3 lerpResult208 = lerp( float3(0,0,0) , float3(0,0,0) , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
  109. o.Emission = lerpResult208;
  110. }
  111. ENDCG
  112. CGPROGRAM
  113. #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
  114. ENDCG
  115. Pass
  116. {
  117. Name "ShadowCaster"
  118. Tags{ "LightMode" = "ShadowCaster" }
  119. ZWrite On
  120. CGPROGRAM
  121. #pragma vertex vert
  122. #pragma fragment frag
  123. #pragma target 3.0
  124. #pragma multi_compile_shadowcaster
  125. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  126. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  127. #include "HLSLSupport.cginc"
  128. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  129. #define CAN_SKIP_VPOS
  130. #endif
  131. #include "UnityCG.cginc"
  132. #include "Lighting.cginc"
  133. #include "UnityPBSLighting.cginc"
  134. struct v2f
  135. {
  136. V2F_SHADOW_CASTER;
  137. float3 worldPos : TEXCOORD1;
  138. float3 worldNormal : TEXCOORD2;
  139. fixed4 color : COLOR0;
  140. UNITY_VERTEX_INPUT_INSTANCE_ID
  141. };
  142. v2f vert( appdata_full v )
  143. {
  144. v2f o;
  145. UNITY_SETUP_INSTANCE_ID( v );
  146. UNITY_INITIALIZE_OUTPUT( v2f, o );
  147. UNITY_TRANSFER_INSTANCE_ID( v, o );
  148. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  149. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  150. o.worldNormal = worldNormal;
  151. o.worldPos = worldPos;
  152. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  153. o.color = v.color;
  154. return o;
  155. }
  156. fixed4 frag( v2f IN
  157. #if !defined( CAN_SKIP_VPOS )
  158. , UNITY_VPOS_TYPE vpos : SV_POSITION
  159. #endif
  160. ) : SV_Target
  161. {
  162. UNITY_SETUP_INSTANCE_ID( IN );
  163. Input surfIN;
  164. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  165. float3 worldPos = IN.worldPos;
  166. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  167. surfIN.worldPos = worldPos;
  168. surfIN.worldNormal = IN.worldNormal;
  169. surfIN.vertexColor = IN.color;
  170. SurfaceOutputCustomLightingCustom o;
  171. UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
  172. surf( surfIN, o );
  173. #if defined( CAN_SKIP_VPOS )
  174. float2 vpos = IN.pos;
  175. #endif
  176. SHADOW_CASTER_FRAGMENT( IN )
  177. }
  178. ENDCG
  179. }
  180. }
  181. Fallback "Diffuse"
  182. CustomEditor "ASEMaterialInspector"
  183. }
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  193. Node;AmplifyShaderEditor.LerpOp;306;1006.333,1778.962;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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  235. //CHKSM=0DCB1394C93390DD1927CE85CA3A001D6FA926FE