// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Community/TFHC/2 Sided" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _MaskClipValue( "Mask Clip Value", Float ) = 0.5 _FrontFacesColor("Front Faces Color", Color) = (1,0,0,0) _FrontFacesAlbedo("Front Faces Albedo", 2D) = "white" {} _FrontFacesNormal("Front Faces Normal", 2D) = "bump" {} _BackFacesColor("Back Faces Color", Color) = (0,0.04827571,1,0) _BackFacesAlbedo("Back Faces Albedo", 2D) = "white" {} _BackFacesNormal("Back Faces Normal", 2D) = "bump" {} _OpacityMask("Opacity Mask", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" } Cull Off Stencil { Ref 1 Comp Always Pass Replace } 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 worldNormal; INTERNAL_DATA float3 worldPos; }; uniform sampler2D _FrontFacesNormal; uniform float4 _FrontFacesNormal_ST; uniform sampler2D _BackFacesNormal; uniform float4 _BackFacesNormal_ST; uniform float4 _FrontFacesColor; uniform sampler2D _FrontFacesAlbedo; uniform float4 _FrontFacesAlbedo_ST; uniform float4 _BackFacesColor; uniform sampler2D _BackFacesAlbedo; uniform float4 _BackFacesAlbedo_ST; uniform sampler2D _OpacityMask; uniform float4 _OpacityMask_ST; uniform float _MaskClipValue = 0.5; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_FrontFacesNormal = i.uv_texcoord * _FrontFacesNormal_ST.xy + _FrontFacesNormal_ST.zw; float3 FrontFacesNormal = UnpackNormal( tex2D( _FrontFacesNormal, uv_FrontFacesNormal ) ); float2 uv_BackFacesNormal = i.uv_texcoord * _BackFacesNormal_ST.xy + _BackFacesNormal_ST.zw; float3 BackFacesNormal = UnpackNormal( tex2D( _BackFacesNormal, uv_BackFacesNormal ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float FaceSign = (1.0 + (sign( dot( ase_worldNormal , worldViewDir ) ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0)); o.Normal = lerp( FrontFacesNormal , BackFacesNormal , FaceSign ); float2 uv_FrontFacesAlbedo = i.uv_texcoord * _FrontFacesAlbedo_ST.xy + _FrontFacesAlbedo_ST.zw; float4 FrontFacesAlbedo = ( _FrontFacesColor * tex2D( _FrontFacesAlbedo, uv_FrontFacesAlbedo ) ); float2 uv_BackFacesAlbedo = i.uv_texcoord * _BackFacesAlbedo_ST.xy + _BackFacesAlbedo_ST.zw; float4 BackFacesAlbedo = ( _BackFacesColor * tex2D( _BackFacesAlbedo, uv_BackFacesAlbedo ) ); o.Albedo = lerp( FrontFacesAlbedo , BackFacesAlbedo , FaceSign ).rgb; o.Alpha = 1; float2 uv_OpacityMask = i.uv_texcoord * _OpacityMask_ST.xy + _OpacityMask_ST.zw; float OpacityMask = tex2D( _OpacityMask, uv_OpacityMask ).a; clip( OpacityMask - _MaskClipValue ); } ENDCG CGPROGRAM #pragma surface surf Standard 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.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 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