// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Transmission" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Transmission("Transmission", Color) = (0,0,0,0) _NormalMap("Normal Map", 2D) = "bump" {} _Color("Color", Color) = (0,0,0,0) _BaseColor("Base Color", 2D) = "white" {} _Metallic("Metallic", Range( 0 , 1)) = 0 _Gloss("Gloss", Range( 0 , 1)) = 0.8 [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 StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred struct Input { float2 uv_texcoord; }; struct SurfaceOutputStandardCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; fixed3 Transmission; }; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform fixed4 _Color; uniform fixed _Metallic; uniform fixed _Gloss; uniform fixed4 _Transmission; inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) { half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission; half4 d = half4(s.Albedo * transmission , 0); SurfaceOutputStandard r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Metallic = s.Metallic; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandard (r, viewDir, gi) + d; } inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) { UNITY_GI(gi, s, data); } void surf( Input i , inout SurfaceOutputStandardCustom o ) { float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); float2 uv_BaseColor = i.uv_texcoord * _BaseColor_ST.xy + _BaseColor_ST.zw; o.Albedo = ( tex2D( _BaseColor, uv_BaseColor ) * _Color ).xyz; o.Metallic = _Metallic; o.Smoothness = _Gloss; o.Transmission = _Transmission.rgb; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=12003 0;92;1541;926;1195.518;334.1495;1.3;False;False Node;AmplifyShaderEditor.SamplerNode;1;-823.954,-122.8771;Float;True;Property;_BaseColor;Base Color;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.ColorNode;2;-716.0739,66.4277;Float;False;Property;_Color;Color;2;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.ColorNode;7;-372.3347,513.6476;Float;False;Property;_Transmission;Transmission;-1;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.SamplerNode;6;-513.9389,303.0193;Float;True;Property;_NormalMap;Normal Map;1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;5;-429.0605,215.0723;Float;False;Property;_Gloss;Gloss;5;0;0.8;0;1;0;1;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-422.3381,-5.544991;Float;False;2;2;0;FLOAT4;0.0,0,0,0;False;1;COLOR;0.0,0,0,0;False;1;FLOAT4 Node;AmplifyShaderEditor.RangedFloatNode;4;-430.4556,117.6564;Float;False;Property;_Metallic;Metallic;4;0;0;0;1;0;1;FLOAT Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;80.91907,-11.16125;Fixed;False;True;2;Fixed;ASEMaterialInspector;0;Standard;ASESampleShaders/Transmission;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;15;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;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;14;FLOAT4;0.0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;3;0;1;0 WireConnection;3;1;2;0 WireConnection;0;0;3;0 WireConnection;0;1;6;0 WireConnection;0;3;4;0 WireConnection;0;4;5;0 WireConnection;0;6;7;0 ASEEND*/ //CHKSM=D1ACCDDD4FB9E49D2BA42BFCF930909C3D4897DA