// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Translucency" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Specular("Specular", Range( 0 , 1)) = 0 [Header(Translucency)] _Color0("Color 0", Color) = (0,0,0,0) _Translucency("Strength", Range( 0 , 50)) = 1 _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 _Albedo("Albedo", 2D) = "white" {} _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 _Normal("Normal", 2D) = "bump" {} _Depth("Depth", 2D) = "white" {} _TransDirect("Direct", Range( 0 , 1)) = 1 _Tint("Tint", Color) = (0,0,0,0) _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 _TransShadow("Shadow", Range( 0 , 1)) = 0.9 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGPROGRAM #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma surface surf StandardSpecularCustom keepalpha addshadow fullforwardshadows exclude_path:deferred struct Input { float2 uv_texcoord; }; struct SurfaceOutputStandardSpecularCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; fixed3 Specular; half Smoothness; half Occlusion; fixed Alpha; fixed3 Translucency; }; uniform sampler2D _Normal; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform fixed4 _Tint; uniform fixed _Specular; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; uniform sampler2D _Depth; uniform float4 _Depth_ST; uniform fixed4 _Color0; inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi ) { #if !DIRECTIONAL float3 lightAtten = gi.light.color; #else float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); #endif half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); SurfaceOutputStandardSpecular r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Specular = s.Specular; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandardSpecular (r, viewDir, gi) + c; } inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi ) { UNITY_GI(gi, s, data); } void surf( Input i , inout SurfaceOutputStandardSpecularCustom o ) { float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; o.Normal = UnpackNormal( tex2D( _Normal, uv_Albedo ) ); o.Albedo = ( _Tint * tex2D( _Albedo, uv_Albedo ) ).rgb; fixed3 temp_cast_2 = (_Specular).xxx; o.Specular = temp_cast_2; float2 uv_Depth = i.uv_texcoord * _Depth_ST.xy + _Depth_ST.zw; o.Translucency = ( tex2D( _Depth, uv_Depth ) * _Color0 ).xyz; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=13201 352;92;1226;768;1143.113;510.184;1.4;False;False Node;AmplifyShaderEditor.TextureCoordinatesNode;17;-1016.736,-72.31985;Float;False;0;9;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.ColorNode;10;-505.058,-441.5712;Float;False;Property;_Tint;Tint;4;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.ColorNode;6;-528.7906,325.7297;Float;False;Property;_Color0;Color 0;-1;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;9;-560.7905,-261.6702;Float;True;Property;_Albedo;Albedo;1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;7;-567.9905,129.1298;Float;True;Property;_Depth;Depth;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;16;-169.3906,29.62976;Float;False;Property;_Specular;Specular;-1;0;0;0;1;0;1;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-119.7905,-259.6702;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;1;COLOR Node;AmplifyShaderEditor.SamplerNode;12;-566.9902,-73.27022;Float;True;Property;_Normal;Normal;2;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-93.79053,185.3298;Float;False;2;2;0;FLOAT4;0.0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;186.6,-73.70001;Fixed;False;True;2;Fixed;ASEMaterialInspector;0;0;StandardSpecular;ASESampleShaders/Translucency;False;False;False;False;False;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;ForwardOnly;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;False;Relative;0;;-1;-1;-1;-1;0;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;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;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;9;1;17;0 WireConnection;11;0;10;0 WireConnection;11;1;9;0 WireConnection;12;1;17;0 WireConnection;8;0;7;0 WireConnection;8;1;6;0 WireConnection;0;0;11;0 WireConnection;0;1;12;0 WireConnection;0;3;16;0 WireConnection;0;7;8;0 ASEEND*/ //CHKSM=01B123CEEFE2B203DDAC13C4470869EF7D3DE74D