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230 lines
13 KiB

// 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"
}
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