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15 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Community/TFHC/Highlight Animated"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0)
_Albedo("Albedo", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Emission("Emission", 2D) = "black" {}
_Oclussion("Oclussion", 2D) = "white" {}
_HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1)
_MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8
_MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9
_HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60
[Toggle]_Highlighted("Highlighted", Float) = 0
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.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
{
float2 texcoord_0;
float3 viewDir;
INTERNAL_DATA
};
uniform sampler2D _Normal;
uniform float4 _Color;
uniform sampler2D _Albedo;
uniform float _Highlighted;
uniform sampler2D _Emission;
uniform float _HighlightSpeed;
uniform float _MinHighLightLevel;
uniform float _MaxHighLightLevel;
uniform float4 _HighlightColor;
uniform sampler2D _Oclussion;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float3 Normal = UnpackNormal( tex2D( _Normal, i.texcoord_0 ) );
o.Normal = Normal;
float4 Albedo = ( _Color * tex2D( _Albedo, i.texcoord_0 ) );
o.Albedo = Albedo.rgb;
float4 Emision = tex2D( _Emission, i.texcoord_0 );
float mulTime138 = _Time.y * 0.05;
float Highlight_Level = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1) * (_MaxHighLightLevel - _MinHighLightLevel) / (1 - -1));
float4 Highlight_Color = _HighlightColor;
float4 Highlight_Rim = ( pow( ( 1.0 - saturate( dot( Normal , normalize( i.viewDir ) ) ) ) , (10.0 + (Highlight_Level - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color );
float4 Final_Emision = lerp(Emision,( Emision + Highlight_Rim ),_Highlighted);
o.Emission = Final_Emision.xyz;
float4 Oclussion = tex2D( _Oclussion, i.texcoord_0 );
o.Occlusion = Oclussion.x;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc
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;
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 );
Input customInputData;
vertexDataFunc( v, customInputData );
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.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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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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