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140 lines
7.9 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/DitheringFade"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.74
_Albedo("Albedo", 2D) = "white" {}
[NoScaleOffset]_Normal("Normal", 2D) = "bump" {}
[NoScaleOffset]_Specular("Specular", 2D) = "white" {}
[NoScaleOffset]_Occlusion("Occlusion", 2D) = "white" {}
_StartDitheringFade("Start Dithering Fade", Float) = 0
_EndDitheringFade("End Dithering Fade", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Back
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
struct Input
{
fixed2 uv_texcoord;
fixed eyeDepth;
fixed4 screenPosition;
};
uniform sampler2D _Normal;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform sampler2D _Specular;
uniform sampler2D _Occlusion;
uniform fixed _StartDitheringFade;
uniform fixed _EndDitheringFade;
uniform float _Cutoff = 0.74;
inline float Dither8x8Bayer( int x, int y )
{
const float dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22};
int r = y * 8 + x;
return dither[r] / 64;
}
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z;
float4 ase_screenPos = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
o.screenPosition = ase_screenPos;
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
o.Normal = UnpackNormal( tex2D( _Normal, uv_Albedo ) );
o.Albedo = tex2D( _Albedo, uv_Albedo ).rgb;
o.Specular = tex2D( _Specular, uv_Albedo ).rgb;
o.Occlusion = tex2D( _Occlusion, uv_Albedo ).r;
o.Alpha = 1;
float temp_output_65_0 = ( _StartDitheringFade + _ProjectionParams.y );
float4 ase_screenPos = i.screenPosition;
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen26 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither26 = Dither8x8Bayer( fmod(clipScreen26.x, 8), fmod(clipScreen26.y, 8) );
clip( ( ( ( i.eyeDepth + -temp_output_65_0 ) / ( _EndDitheringFade - temp_output_65_0 ) ) - dither26 ) - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=9BA2B0E2E4A835B7B26C50FF8ECC1095C864F3BF