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10 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/RefractedShadows"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
[HideInInspector]_SpecColor("SpecularColor",Color)=(1,1,1,1)
_NormalMap("Normal Map", 2D) = "bump" {}
_NormalScale("Normal Scale", Range( 0 , 1)) = 0
_ShadowTransform("Shadow Transform", Range( 0 , 5)) = 0.5
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true" }
Cull Back
GrabPass{ }
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityCG.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
{
float3 worldNormal;
INTERNAL_DATA
float2 uv_texcoord;
float3 worldPos;
float4 screenPos;
};
uniform float _NormalScale;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform sampler2D _GrabTexture;
uniform float _ShadowTransform;
void surf( Input i , inout SurfaceOutput o )
{
o.Normal = float3(0,0,1);
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode10 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalScale );
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float dotResult25 = dot( WorldNormalVector( i , tex2DNode10 ) , ase_worldViewDir );
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPos9 = ase_screenPos;
#if UNITY_UV_STARTS_AT_TOP
float scale9 = -1.0;
#else
float scale9 = 1.0;
#endif
float halfPosW9 = ase_screenPos9.w * 0.5;
ase_screenPos9.y = ( ase_screenPos9.y - halfPosW9 ) * _ProjectionParams.x* scale9 + halfPosW9;
ase_screenPos9.xyzw /= ase_screenPos9.w;
float4 screenColor8 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ( ase_screenPos9 + float4( tex2DNode10 , 0.0 ) ) ) );
o.Emission = ( ( 1.0 - ( dotResult25 * 0.8 ) ) * screenColor8 ).rgb;
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
float dotResult6 = dot( WorldNormalVector( i , tex2DNode10 ) , ase_worldlightDir );
o.Alpha = ( 1.0 - saturate( (dotResult6*_ShadowTransform + _ShadowTransform) ) );
}
ENDCG
CGPROGRAM
#pragma surface surf BlinnPhong keepalpha fullforwardshadows exclude_path:deferred
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;
float4 screenPos : TEXCOORD7;
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;
fixed3 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 );
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
o.screenPos = ComputeScreenPos( o.pos );
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;
surfIN.screenPos = IN.screenPos;
SurfaceOutput o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, 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"
}
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