// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Matcap" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Matcap("Matcap", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back ZTest LEqual CGINCLUDE #include "UnityShaderVariables.cginc" #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 { float3 worldNormal; INTERNAL_DATA }; uniform sampler2D _Matcap; void surf( Input i , inout SurfaceOutputStandard o ) { fixed3 temp_cast_1 = 0.5; o.Emission = tex2D( _Matcap,( ( mul( UNITY_MATRIX_V , fixed4( i.worldNormal , 0.0 ) ) * 0.5 ) + temp_cast_1 ).xy).xyz; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha 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; 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.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 ); float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); 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 SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=6001 344;100;1180;639;1799.74;363.6467;1.6;True;True Node;AmplifyShaderEditor.ViewMatrixNode;21;-1119.276,47.42967;Float;False;FLOAT4x4 Node;AmplifyShaderEditor.WorldNormalVector;26;-1199.464,141.5635;Float;False;0;FLOAT3;0,0,0;False;FLOAT3;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;23;-971.5502,205.5904;Float;False;Constant;_Float0;Float 0;-1;0;0.5;0;0;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;18;-960.7327,77.2156;Float;False;0;FLOAT4x4;0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;False;1;FLOAT3;0.0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;False;FLOAT3 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-793.4805,113.6614;Float;False;0;FLOAT3;0.0,0,0;False;1;FLOAT;0;False;FLOAT3 Node;AmplifyShaderEditor.SimpleAddOpNode;24;-618.1711,163.7383;Float;False;0;FLOAT3;0.0,0,0;False;1;FLOAT;0.0,0,0;False;FLOAT3 Node;AmplifyShaderEditor.SamplerNode;1;-422.7262,121.5546;Float;True;Property;_Matcap;Matcap;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-49.57976,164.356;Fixed;False;True;2;Fixed;ASEMaterialInspector;Standard;ASESampleShaders/Matcap;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0.0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0.0,0,0;False;12;FLOAT3;0.0,0,0;False;13;OBJECT;0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False WireConnection;18;0;21;0 WireConnection;18;1;26;0 WireConnection;22;0;18;0 WireConnection;22;1;23;0 WireConnection;24;0;22;0 WireConnection;24;1;23;0 WireConnection;1;1;24;0 WireConnection;0;2;1;0 ASEEND*/ //CHKSM=C05DB1C2BB41B24BB6E3AF89EEC5670794765541