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251 lines
11 KiB

// 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"
}
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