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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Animmal/Lava"
  4. {
  5. Properties
  6. {
  7. _TopTexture0("Top Texture 0", 2D) = "white" {}
  8. _TextureSample6("Texture Sample 6", 2D) = "white" {}
  9. _Contrast("Contrast", Range( 0.1 , 2)) = 0.1
  10. _Intensity("Intensity", Range( 0 , 2)) = 0
  11. _Float0("Float 0", Range( 0 , 2)) = 0
  12. _Cubes("Cubes", 2D) = "white" {}
  13. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  14. [HideInInspector] __dirty( "", Int ) = 1
  15. }
  16. SubShader
  17. {
  18. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  19. Cull Back
  20. CGINCLUDE
  21. #include "UnityShaderVariables.cginc"
  22. #include "UnityPBSLighting.cginc"
  23. #include "Lighting.cginc"
  24. #pragma target 3.0
  25. #ifdef UNITY_PASS_SHADOWCASTER
  26. #undef INTERNAL_DATA
  27. #undef WorldReflectionVector
  28. #undef WorldNormalVector
  29. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  30. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  31. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  32. #endif
  33. struct Input
  34. {
  35. float3 worldPos;
  36. float3 worldNormal;
  37. INTERNAL_DATA
  38. float2 uv_texcoord;
  39. };
  40. uniform float _Float0;
  41. uniform sampler2D _TopTexture0;
  42. uniform float _Contrast;
  43. uniform sampler2D _TextureSample6;
  44. uniform float _Intensity;
  45. uniform sampler2D _Cubes;
  46. uniform float4 _Cubes_ST;
  47. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 index )
  48. {
  49. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  50. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  51. float3 nsign = sign( worldNormal );
  52. half4 xNorm; half4 yNorm; half4 zNorm;
  53. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  54. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  55. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  56. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  57. }
  58. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  59. {
  60. float t = 0.5 * ( 1.0 - contrastValue );
  61. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  62. }
  63. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  64. {
  65. o.Normal = float3(0,0,1);
  66. float3 ase_worldPos = i.worldPos;
  67. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  68. float4 triplanar2 = TriplanarSamplingSF( _TopTexture0, ase_worldPos, ase_worldNormal, 1, 2, 0 );
  69. float2 temp_cast_1 = (( _Time.x + 10 )).xx;
  70. float2 uv_TexCoord43 = i.uv_texcoord * float2( 1,1 ) + temp_cast_1;
  71. float2 panner42 = ( uv_TexCoord43 + 1 * _Time.y * float2( 0,0 ));
  72. float2 uv_Cubes = i.uv_texcoord * _Cubes_ST.xy + _Cubes_ST.zw;
  73. o.Emission = ( ( ( CalculateContrast(_Float0,( triplanar2 * ( _Contrast * ( _SinTime.w + 3 ) ) )) * tex2D( _TextureSample6, panner42 ) ) * ( _Intensity * ( _SinTime.w + 3 ) ) ) + tex2D( _Cubes, uv_Cubes ) ).rgb;
  74. o.Alpha = 1;
  75. }
  76. ENDCG
  77. CGPROGRAM
  78. #pragma surface surf StandardSpecular keepalpha fullforwardshadows
  79. ENDCG
  80. Pass
  81. {
  82. Name "ShadowCaster"
  83. Tags{ "LightMode" = "ShadowCaster" }
  84. ZWrite On
  85. CGPROGRAM
  86. #pragma vertex vert
  87. #pragma fragment frag
  88. #pragma target 3.0
  89. #pragma multi_compile_shadowcaster
  90. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  91. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  92. #include "HLSLSupport.cginc"
  93. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  94. #define CAN_SKIP_VPOS
  95. #endif
  96. #include "UnityCG.cginc"
  97. #include "Lighting.cginc"
  98. #include "UnityPBSLighting.cginc"
  99. struct v2f
  100. {
  101. V2F_SHADOW_CASTER;
  102. float2 customPack1 : TEXCOORD1;
  103. float4 tSpace0 : TEXCOORD2;
  104. float4 tSpace1 : TEXCOORD3;
  105. float4 tSpace2 : TEXCOORD4;
  106. UNITY_VERTEX_INPUT_INSTANCE_ID
  107. };
  108. v2f vert( appdata_full v )
  109. {
  110. v2f o;
  111. UNITY_SETUP_INSTANCE_ID( v );
  112. UNITY_INITIALIZE_OUTPUT( v2f, o );
  113. UNITY_TRANSFER_INSTANCE_ID( v, o );
  114. Input customInputData;
  115. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  116. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  117. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  118. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  119. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  120. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  121. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  122. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  123. o.customPack1.xy = customInputData.uv_texcoord;
  124. o.customPack1.xy = v.texcoord;
  125. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  126. return o;
  127. }
  128. fixed4 frag( v2f IN
  129. #if !defined( CAN_SKIP_VPOS )
  130. , UNITY_VPOS_TYPE vpos : VPOS
  131. #endif
  132. ) : SV_Target
  133. {
  134. UNITY_SETUP_INSTANCE_ID( IN );
  135. Input surfIN;
  136. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  137. surfIN.uv_texcoord = IN.customPack1.xy;
  138. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  139. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  140. surfIN.worldPos = worldPos;
  141. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  142. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  143. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  144. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  145. SurfaceOutputStandardSpecular o;
  146. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
  147. surf( surfIN, o );
  148. #if defined( CAN_SKIP_VPOS )
  149. float2 vpos = IN.pos;
  150. #endif
  151. SHADOW_CASTER_FRAGMENT( IN )
  152. }
  153. ENDCG
  154. }
  155. }
  156. Fallback "Diffuse"
  157. CustomEditor "ASEMaterialInspector"
  158. }
  159. /*ASEBEGIN
  160. Version=14501
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  162. Node;AmplifyShaderEditor.TimeNode;44;-967.2137,-24.80049;Float;True;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  163. Node;AmplifyShaderEditor.SinTimeNode;62;-570.5372,-583.777;Float;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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  171. Node;AmplifyShaderEditor.PannerNode;42;-515.3184,-225.7841;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
  172. Node;AmplifyShaderEditor.SinTimeNode;48;-299.4857,438.2498;Float;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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  205. ASEEND*/
  206. //CHKSM=0EEBDE1071A23CB8008367F443412F23DB49F084