// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Transparency" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _UVOffset1("UVOffset1", Vector) = (-0.1,-0.1,-0.1,0) _TextureSample3("Texture Sample 3", CUBE) = "white" {} _Opacity("Opacity", Range( 0 , 1)) = 1 _Smoothness("Smoothness", Range( 0 , 1)) = 0 _TextureSample1("Texture Sample 1", CUBE) = "white" {} _char_woodman_normals("char_woodman_normals", 2D) = "bump" {} _Cubemap("Cubemap", CUBE) = "white" {} _UVOffset0("UVOffset0", Vector) = (0.07,0.1,0.1,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldRefl; INTERNAL_DATA }; uniform sampler2D _char_woodman_normals; uniform float4 _char_woodman_normals_ST; uniform samplerCUBE _TextureSample1; uniform float3 _UVOffset0; uniform samplerCUBE _Cubemap; uniform samplerCUBE _TextureSample3; uniform float3 _UVOffset1; uniform float _Smoothness; uniform float _Opacity; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_char_woodman_normals = i.uv_texcoord * _char_woodman_normals_ST.xy + _char_woodman_normals_ST.zw; o.Normal = UnpackNormal( tex2D( _char_woodman_normals, uv_char_woodman_normals ) ); o.Albedo = float4(1,1,1,0).rgb; float3 tex2DNode10 = UnpackNormal( tex2D( _char_woodman_normals, uv_char_woodman_normals ) ); float3 worldrefVec9 = WorldReflectionVector( i , tex2DNode10 ); float3 appendResult32 = (float3(texCUBE( _TextureSample1, ( worldrefVec9 + _UVOffset0 ) ).r , texCUBE( _Cubemap, worldrefVec9 ).g , texCUBE( _TextureSample3, ( worldrefVec9 + _UVOffset1 ) ).b)); o.Emission = appendResult32; o.Metallic = 1.0; o.Smoothness = _Smoothness; o.Alpha = _Opacity; } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade 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" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD6; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : TEXCOORD4; 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; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord.xy = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldRefl = -worldViewDir; surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha 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