// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Community/EnvironmentGradient" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Top_XZ("Top_XZ", Color) = (0.2569204,0.5525266,0.7279412,0) _Bot_Y("Bot_Y", Color) = (0.3877363,0.5955882,0.188311,0) _GradientHeight("GradientHeight", Range( 0 , 20)) = 6.4 _Top_Y("Top_Y", Color) = (0.7259277,0.7647059,0.06185123,0) _Bot_XZ("Bot_XZ", Color) = (0.7058823,0.2024221,0.2024221,0) _EdgeColor("EdgeColor", Color) = (0.9411765,0.9197947,0.7474049,0) _NormalMap("NormalMap", 2D) = "bump" {} _EdgeMultiplier("EdgeMultiplier", Range( 0 , 5)) = 1 _AO_Power("AO_Power", Range( 0 , 4)) = 1 _R_AO_G_Edges("R_AO_G_Edges", 2D) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual 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 texcoord_0; float3 worldNormal; INTERNAL_DATA float3 worldPos; }; uniform sampler2D _NormalMap; uniform float4 _EdgeColor; uniform float _EdgeMultiplier; uniform sampler2D _R_AO_G_Edges; uniform float _AO_Power; uniform float4 _Bot_XZ; uniform float4 _Bot_Y; uniform float4 _Top_XZ; uniform float4 _Top_Y; uniform float _GradientHeight; void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); } void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = UnpackNormal( tex2D( _NormalMap, i.texcoord_0 ) ); float4 tex2DNode13 = tex2D( _R_AO_G_Edges, i.texcoord_0 ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float componentMask23 = ( abs( ase_worldNormal ) * abs( ase_worldNormal ) ).y; float3 ase_worldPos = i.worldPos; float4 temp_cast_0 = (0.0).xxxx; float4 temp_cast_1 = (1.0).xxxx; o.Albedo = clamp( ( ( _EdgeColor * ( _EdgeMultiplier * tex2DNode13.g ) ) + ( pow( tex2DNode13.r , _AO_Power ) * lerp( lerp( _Bot_XZ , _Bot_Y , componentMask23 ) , lerp( _Top_XZ , _Top_Y , componentMask23 ) , clamp( ( ase_worldPos.y / _GradientHeight ) , 0.0 , 1.0 ) ) ) ) , temp_cast_0 , temp_cast_1 ).rgb; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred vertex:vertexDataFunc 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 ); Input customInputData; vertexDataFunc( v, customInputData ); 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.worldPos = 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=10011 646;227;1066;638;-903.477;126.8352;1;True;False Node;AmplifyShaderEditor.CommentaryNode;43;-2309.229,387.8848;Float;False;901.0599;287.59;Get World Y Vector Mask;4;23;8;22;15;;0;0 Node;AmplifyShaderEditor.WorldNormalVector;8;-2272.451,474.9954;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.CommentaryNode;46;-2264.596,-210.1021;Float;False;730.3268;510.8144;Create the world gradient;6;7;2;5;32;33;34;;0;0 Node;AmplifyShaderEditor.AbsOpNode;22;-2001.508,487.0916;Float;False;1;0;FLOAT3;0.0,0,0;False;1;FLOAT3 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