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141 lines
7.9 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/UV Light Reveal"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_BaseTexture("Base Texture", 2D) = "white" {}
_UVTexture("UV Texture", 2D) = "white" {}
_ColortoBeFiltered("Color to Be Filtered", Color) = (0.4039216,0,1,1)
_DifferenceThreshold("Difference Threshold", Range( 0 , 0.05)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityPBSLighting.cginc"
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma surface surf StandardCustomLighting keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
struct SurfaceOutputCustomLightingCustom
{
fixed3 Albedo;
fixed3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
fixed Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _BaseTexture;
uniform float4 _BaseTexture_ST;
uniform sampler2D _UVTexture;
uniform float4 _UVTexture_ST;
uniform float4 _ColortoBeFiltered;
uniform float _DifferenceThreshold;
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
#if DIRECTIONAL
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
#endif
float2 uv_BaseTexture = i.uv_texcoord * _BaseTexture_ST.xy + _BaseTexture_ST.zw;
float4 temp_output_59_0 = ( ase_lightAtten * _LightColor0 );
float2 uv_UVTexture = i.uv_texcoord * _UVTexture_ST.xy + _UVTexture_ST.zw;
float3 componentMask91 = ( _LightColor0 * _WorldSpaceLightPos0.w ).rgb;
float3 componentMask92 = _ColortoBeFiltered.rgb;
c.rgb = ( ( tex2D( _BaseTexture, uv_BaseTexture ) * saturate( temp_output_59_0 ) ) + ( tex2D( _UVTexture, uv_UVTexture ).r * ( ( temp_output_59_0 * _WorldSpaceLightPos0.w ) * ( dot( normalize( componentMask91 ) , normalize( componentMask92 ) ) - _DifferenceThreshold > 1.0 ? 0.0 : dot( normalize( componentMask91 ) , normalize( componentMask92 ) ) - _DifferenceThreshold <= 1.0 && dot( normalize( componentMask91 ) , normalize( componentMask92 ) ) + _DifferenceThreshold >= 1.0 ? 1.0 : 0.0 ) ) ) ).xyz;
c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=054D002F9CACBF3A4E7EF243F95951AF04647AA5