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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Animmal/Sun"
- {
- Properties
- {
- _ColorIn("Color In", Color) = (1,0.9310344,0,0)
- _ColorOut("Color Out", Color) = (1,0.9310344,0,0)
- _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
- _CoatAmount("Coat Amount", Float) = 0
- _Color0("Color 0", Color) = (1,0.3103448,0,0)
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- struct Input
- {
- float3 worldPos;
- float3 worldNormal;
- float4 vertexColor : COLOR;
- };
-
- struct SurfaceOutputCustomLightingCustom
- {
- fixed3 Albedo;
- fixed3 Normal;
- half3 Emission;
- half Metallic;
- half Smoothness;
- half Occlusion;
- fixed Alpha;
- Input SurfInput;
- UnityGIInput GIData;
- };
-
- uniform float _CoatAmount;
- uniform float4 _ColorIn;
- uniform float4 _ColorOut;
- uniform float _BaseSmoothness;
- uniform float4 _Color0;
-
- inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
- {
- UnityGIInput data = s.GIData;
- Input i = s.SurfInput;
- half4 c = 0;
- SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
- float3 ase_worldNormal = i.worldNormal;
- float fresnelNDotV201 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
- float fresnelNode201 = ( 0.01 + 1 * pow( 1.0 - fresnelNDotV201, 1 ) );
- float4 lerpResult278 = lerp( _ColorIn , _ColorOut , fresnelNode201);
- s1.Albedo = lerpResult278.rgb;
- s1.Normal = i.worldNormal;
- s1.Emission = float3( 0,0,0 );
- s1.Metallic = 0;
- s1.Smoothness = _BaseSmoothness;
- float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
- float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
- float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0);
- s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
-
- data.light = gi.light;
-
- UnityGI gi1 = gi;
- #ifdef UNITY_PASS_FORWARDBASE
- Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
- gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
- #endif
-
- float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb;
- surfResult1 += s1.Emission;
-
- SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0;
- s166.Albedo = float3( 0,0,0 );
- s166.Normal = i.worldNormal;
- s166.Emission = _Color0.rgb;
- float3 temp_cast_2 = (1.2).xxx;
- s166.Specular = temp_cast_2;
- s166.Smoothness = 0;
- s166.Occlusion = 1;
-
- data.light = gi.light;
-
- UnityGI gi166 = gi;
- #ifdef UNITY_PASS_FORWARDBASE
- Unity_GlossyEnvironmentData g166 = UnityGlossyEnvironmentSetup( s166.Smoothness, data.worldViewDir, s166.Normal, float3(0,0,0));
- gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 );
- #endif
-
- float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb;
- surfResult166 += s166.Emission;
-
- float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
- c.rgb = lerpResult208;
- 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;
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
- float3 ase_worldNormal = i.worldNormal;
- float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
- float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
- float lerpResult306 = lerp( i.vertexColor.r , 5.0 , 0);
- float3 lerpResult208 = lerp( float3(0,0,0) , float3(0,0,0) , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
- o.Emission = lerpResult208;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
-
- 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"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float3 worldPos : TEXCOORD1;
- float3 worldNormal : TEXCOORD2;
- fixed4 color : COLOR0;
- 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 );
- o.worldNormal = worldNormal;
- o.worldPos = worldPos;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- o.color = v.color;
- return o;
- }
- fixed4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : SV_POSITION
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- float3 worldPos = IN.worldPos;
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = IN.worldNormal;
- surfIN.vertexColor = IN.color;
- SurfaceOutputCustomLightingCustom o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, 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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