// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/RefractedShadows" { Properties { [HideInInspector] __dirty( "", Int ) = 1 [HideInInspector]_SpecColor("SpecularColor",Color)=(1,1,1,1) _NormalMap("Normal Map", 2D) = "bump" {} _NormalScale("Normal Scale", Range( 0 , 1)) = 0 _ShadowTransform("Shadow Transform", Range( 0 , 5)) = 0.5 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true" } Cull Back GrabPass{ } CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityCG.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 float2 uv_texcoord; float3 worldPos; float4 screenPos; }; uniform float _NormalScale; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _GrabTexture; uniform float _ShadowTransform; void surf( Input i , inout SurfaceOutput o ) { o.Normal = float3(0,0,1); float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; float3 tex2DNode10 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalScale ); float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float dotResult25 = dot( WorldNormalVector( i , tex2DNode10 ) , ase_worldViewDir ); float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_screenPos9 = ase_screenPos; #if UNITY_UV_STARTS_AT_TOP float scale9 = -1.0; #else float scale9 = 1.0; #endif float halfPosW9 = ase_screenPos9.w * 0.5; ase_screenPos9.y = ( ase_screenPos9.y - halfPosW9 ) * _ProjectionParams.x* scale9 + halfPosW9; ase_screenPos9.xyzw /= ase_screenPos9.w; float4 screenColor8 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ( ase_screenPos9 + float4( tex2DNode10 , 0.0 ) ) ) ); o.Emission = ( ( 1.0 - ( dotResult25 * 0.8 ) ) * screenColor8 ).rgb; float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); float dotResult6 = dot( WorldNormalVector( i , tex2DNode10 ) , ase_worldlightDir ); o.Alpha = ( 1.0 - saturate( (dotResult6*_ShadowTransform + _ShadowTransform) ) ); } ENDCG CGPROGRAM #pragma surface surf BlinnPhong keepalpha fullforwardshadows exclude_path:deferred 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; float4 screenPos : TEXCOORD7; 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; fixed3 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 ); TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); 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; surfIN.screenPos = IN.screenPos; SurfaceOutput o; UNITY_INITIALIZE_OUTPUT( SurfaceOutput, 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 * 0.9375 ) ).a; clip( alphaRef - 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