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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/Community/TFHC/Highlight Animated"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] __dirty( "", Int ) = 1
  8. _Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0)
  9. _Albedo("Albedo", 2D) = "white" {}
  10. _Normal("Normal", 2D) = "bump" {}
  11. _Emission("Emission", 2D) = "black" {}
  12. _Oclussion("Oclussion", 2D) = "white" {}
  13. _HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1)
  14. _MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8
  15. _MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9
  16. _HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60
  17. [Toggle]_Highlighted("Highlighted", Float) = 0
  18. }
  19. SubShader
  20. {
  21. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  22. Cull Back
  23. CGINCLUDE
  24. #include "UnityShaderVariables.cginc"
  25. #include "UnityPBSLighting.cginc"
  26. #include "Lighting.cginc"
  27. #pragma target 3.0
  28. #ifdef UNITY_PASS_SHADOWCASTER
  29. #undef INTERNAL_DATA
  30. #undef WorldReflectionVector
  31. #undef WorldNormalVector
  32. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  33. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  34. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  35. #endif
  36. struct Input
  37. {
  38. float2 texcoord_0;
  39. float3 viewDir;
  40. INTERNAL_DATA
  41. };
  42. uniform sampler2D _Normal;
  43. uniform float4 _Color;
  44. uniform sampler2D _Albedo;
  45. uniform float _Highlighted;
  46. uniform sampler2D _Emission;
  47. uniform float _HighlightSpeed;
  48. uniform float _MinHighLightLevel;
  49. uniform float _MaxHighLightLevel;
  50. uniform float4 _HighlightColor;
  51. uniform sampler2D _Oclussion;
  52. void vertexDataFunc( inout appdata_full v, out Input o )
  53. {
  54. UNITY_INITIALIZE_OUTPUT( Input, o );
  55. o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  56. }
  57. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  58. {
  59. float3 Normal = UnpackNormal( tex2D( _Normal, i.texcoord_0 ) );
  60. o.Normal = Normal;
  61. float4 Albedo = ( _Color * tex2D( _Albedo, i.texcoord_0 ) );
  62. o.Albedo = Albedo.rgb;
  63. float4 Emision = tex2D( _Emission, i.texcoord_0 );
  64. float mulTime138 = _Time.y * 0.05;
  65. float Highlight_Level = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1) * (_MaxHighLightLevel - _MinHighLightLevel) / (1 - -1));
  66. float4 Highlight_Color = _HighlightColor;
  67. float4 Highlight_Rim = ( pow( ( 1.0 - saturate( dot( Normal , normalize( i.viewDir ) ) ) ) , (10.0 + (Highlight_Level - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color );
  68. float4 Final_Emision = lerp(Emision,( Emision + Highlight_Rim ),_Highlighted);
  69. o.Emission = Final_Emision.xyz;
  70. float4 Oclussion = tex2D( _Oclussion, i.texcoord_0 );
  71. o.Occlusion = Oclussion.x;
  72. o.Alpha = 1;
  73. }
  74. ENDCG
  75. CGPROGRAM
  76. #pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc
  77. ENDCG
  78. Pass
  79. {
  80. Name "ShadowCaster"
  81. Tags{ "LightMode" = "ShadowCaster" }
  82. ZWrite On
  83. CGPROGRAM
  84. #pragma vertex vert
  85. #pragma fragment frag
  86. #pragma target 3.0
  87. #pragma multi_compile_shadowcaster
  88. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  89. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  90. # include "HLSLSupport.cginc"
  91. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  92. #define CAN_SKIP_VPOS
  93. #endif
  94. #include "UnityCG.cginc"
  95. #include "Lighting.cginc"
  96. #include "UnityPBSLighting.cginc"
  97. sampler3D _DitherMaskLOD;
  98. struct v2f
  99. {
  100. V2F_SHADOW_CASTER;
  101. float3 worldPos : TEXCOORD6;
  102. float4 tSpace0 : TEXCOORD1;
  103. float4 tSpace1 : TEXCOORD2;
  104. float4 tSpace2 : TEXCOORD3;
  105. UNITY_VERTEX_INPUT_INSTANCE_ID
  106. };
  107. v2f vert( appdata_full v )
  108. {
  109. v2f o;
  110. UNITY_SETUP_INSTANCE_ID( v );
  111. UNITY_INITIALIZE_OUTPUT( v2f, o );
  112. UNITY_TRANSFER_INSTANCE_ID( v, o );
  113. Input customInputData;
  114. vertexDataFunc( v, customInputData );
  115. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  116. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  117. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  118. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  119. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  120. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  121. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  122. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  123. o.worldPos = worldPos;
  124. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  125. return o;
  126. }
  127. fixed4 frag( v2f IN
  128. #if !defined( CAN_SKIP_VPOS )
  129. , UNITY_VPOS_TYPE vpos : VPOS
  130. #endif
  131. ) : SV_Target
  132. {
  133. UNITY_SETUP_INSTANCE_ID( IN );
  134. Input surfIN;
  135. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  136. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  137. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  138. surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
  139. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  140. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  141. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  142. SurfaceOutputStandardSpecular o;
  143. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
  144. surf( surfIN, o );
  145. #if defined( CAN_SKIP_VPOS )
  146. float2 vpos = IN.pos;
  147. #endif
  148. SHADOW_CASTER_FRAGMENT( IN )
  149. }
  150. ENDCG
  151. }
  152. }
  153. Fallback "Diffuse"
  154. CustomEditor "ASEMaterialInspector"
  155. }
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