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4.3 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/GlassSimple"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_Smoothness("Smoothness", Range( 0 , 1)) = 0
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Pass
{
ColorMask 0
ZWrite On
}
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
fixed filler;
};
uniform float4 _Color;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Albedo = _Color.rgb;
o.Smoothness = _Smoothness;
o.Alpha = _Color.a;
}
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 : TEXCOORD1;
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 );
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 );
float3 worldPos = IN.worldPos;
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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 - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=15101
1927;29;1906;1044;1122;356;1;True;False
Node;AmplifyShaderEditor.RangedFloatNode;2;-310,211;Float;False;Property;_Smoothness;Smoothness;2;0;Create;True;0;0;False;0;0;0.444;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;1;-319,1;Float;False;Property;_Color;Color;1;0;Create;True;0;0;False;0;0,0,0,0;0.07239401,0.303863,0.7573529,0.222;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;ASESampleShaders/GlassSimple;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;0;True;0;Custom;0.5;True;True;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;SrcAlpha;OneMinusSrcAlpha;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;0;0;False;0;0;0;False;-1;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;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;0;0;1;0
WireConnection;0;4;2;0
WireConnection;0;9;1;4
ASEEND*/
//CHKSM=3C484878651C606197C3672240890F7420EBBCF4