// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Animmal/Sun" { Properties { _ColorIn("Color In", Color) = (1,0.9310344,0,0) _ColorOut("Color Out", Color) = (1,0.9310344,0,0) _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0 _CoatAmount("Coat Amount", Float) = 0 _Color0("Color 0", Color) = (1,0.3103448,0,0) [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float3 worldPos; float3 worldNormal; float4 vertexColor : COLOR; }; struct SurfaceOutputCustomLightingCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float _CoatAmount; uniform float4 _ColorIn; uniform float4 _ColorOut; uniform float _BaseSmoothness; uniform float4 _Color0; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0; float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = i.worldNormal; float fresnelNDotV201 = dot( normalize( ase_worldNormal ), ase_worldViewDir ); float fresnelNode201 = ( 0.01 + 1 * pow( 1.0 - fresnelNDotV201, 1 ) ); float4 lerpResult278 = lerp( _ColorIn , _ColorOut , fresnelNode201); s1.Albedo = lerpResult278.rgb; s1.Normal = i.worldNormal; s1.Emission = float3( 0,0,0 ); s1.Metallic = 0; s1.Smoothness = _BaseSmoothness; float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir ); float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) ); float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0); s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 ); data.light = gi.light; UnityGI gi1 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0)); gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 ); #endif float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb; surfResult1 += s1.Emission; SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0; s166.Albedo = float3( 0,0,0 ); s166.Normal = i.worldNormal; s166.Emission = _Color0.rgb; float3 temp_cast_2 = (1.2).xxx; s166.Specular = temp_cast_2; s166.Smoothness = 0; s166.Occlusion = 1; data.light = gi.light; UnityGI gi166 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g166 = UnityGlossyEnvironmentSetup( s166.Smoothness, data.worldViewDir, s166.Normal, float3(0,0,0)); gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 ); #endif float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb; surfResult166 += s166.Emission; float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 )); c.rgb = lerpResult208; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = i.worldNormal; float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir ); float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) ); float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0); float3 lerpResult208 = lerp( float3(0,0,0) , float3(0,0,0) , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 )); o.Emission = lerpResult208; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; float3 worldNormal : TEXCOORD2; fixed4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.worldNormal = worldNormal; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.color = v.color; return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : SV_POSITION #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); float3 worldPos = IN.worldPos; fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = IN.worldNormal; surfIN.vertexColor = IN.color; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=14501 293;259;1471;639;156.0211;-309.5863;2.302687;True;True 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