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14 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Community/EnvironmentGradient"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_Top_XZ("Top_XZ", Color) = (0.2569204,0.5525266,0.7279412,0)
_Bot_Y("Bot_Y", Color) = (0.3877363,0.5955882,0.188311,0)
_GradientHeight("GradientHeight", Range( 0 , 20)) = 6.4
_Top_Y("Top_Y", Color) = (0.7259277,0.7647059,0.06185123,0)
_Bot_XZ("Bot_XZ", Color) = (0.7058823,0.2024221,0.2024221,0)
_EdgeColor("EdgeColor", Color) = (0.9411765,0.9197947,0.7474049,0)
_NormalMap("NormalMap", 2D) = "bump" {}
_EdgeMultiplier("EdgeMultiplier", Range( 0 , 5)) = 1
_AO_Power("AO_Power", Range( 0 , 4)) = 1
_R_AO_G_Edges("R_AO_G_Edges", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
ZTest LEqual
CGINCLUDE
#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 worldNormal;
INTERNAL_DATA
float3 worldPos;
};
uniform sampler2D _NormalMap;
uniform float4 _EdgeColor;
uniform float _EdgeMultiplier;
uniform sampler2D _R_AO_G_Edges;
uniform float _AO_Power;
uniform float4 _Bot_XZ;
uniform float4 _Bot_Y;
uniform float4 _Top_XZ;
uniform float4 _Top_Y;
uniform float _GradientHeight;
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 SurfaceOutputStandard o )
{
o.Normal = UnpackNormal( tex2D( _NormalMap, i.texcoord_0 ) );
float4 tex2DNode13 = tex2D( _R_AO_G_Edges, i.texcoord_0 );
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float componentMask23 = ( abs( ase_worldNormal ) * abs( ase_worldNormal ) ).y;
float3 ase_worldPos = i.worldPos;
float4 temp_cast_0 = (0.0).xxxx;
float4 temp_cast_1 = (1.0).xxxx;
o.Albedo = clamp( ( ( _EdgeColor * ( _EdgeMultiplier * tex2DNode13.g ) ) + ( pow( tex2DNode13.r , _AO_Power ) * lerp( lerp( _Bot_XZ , _Bot_Y , componentMask23 ) , lerp( _Top_XZ , _Top_Y , componentMask23 ) , clamp( ( ase_worldPos.y / _GradientHeight ) , 0.0 , 1.0 ) ) ) ) , temp_cast_0 , temp_cast_1 ).rgb;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred 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.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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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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