// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Animmal/Ice" { Properties { _Specularity("Specularity", Range( 0 , 5)) = 0.2041201 _Color0("Color 0", Color) = (0,0.6275863,1,0) [Header(Translucency)] _Translucency("Strength", Range( 0 , 50)) = 1 _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 _TransDirect("Direct", Range( 0 , 1)) = 1 _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 _TransShadow("Shadow", Range( 0 , 1)) = 0.9 _Tint("Tint", Color) = (0.2867647,0.704868,1,0) _TextureSample0("Texture Sample 0", 2D) = "white" {} _TextureSample1("Texture Sample 1", 2D) = "bump" {} _TextureSample2("Texture Sample 2", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGPROGRAM #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma surface surf StandardSpecularCustom keepalpha addshadow fullforwardshadows exclude_path:deferred struct Input { fixed2 uv_texcoord; }; struct SurfaceOutputStandardSpecularCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; fixed3 Specular; half Smoothness; half Occlusion; fixed Alpha; fixed3 Translucency; }; uniform sampler2D _TextureSample1; uniform float4 _TextureSample1_ST; uniform fixed4 _Tint; uniform sampler2D _TextureSample0; uniform float4 _TextureSample0_ST; uniform fixed _Specularity; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; uniform sampler2D _TextureSample2; uniform float4 _TextureSample2_ST; uniform fixed4 _Color0; inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi ) { #if !DIRECTIONAL float3 lightAtten = gi.light.color; #else float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); #endif half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); SurfaceOutputStandardSpecular r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Specular = s.Specular; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandardSpecular (r, viewDir, gi) + c; } inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi ) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); #else UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); #endif } void surf( Input i , inout SurfaceOutputStandardSpecularCustom o ) { float2 uv_TextureSample1 = i.uv_texcoord * _TextureSample1_ST.xy + _TextureSample1_ST.zw; o.Normal = UnpackNormal( tex2D( _TextureSample1, uv_TextureSample1 ) ); float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; o.Albedo = ( _Tint * tex2D( _TextureSample0, uv_TextureSample0 ) ).rgb; o.Smoothness = _Specularity; float2 uv_TextureSample2 = i.uv_texcoord * _TextureSample2_ST.xy + _TextureSample2_ST.zw; o.Translucency = ( tex2D( _TextureSample2, uv_TextureSample2 ) * _Color0 ).rgb; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=14501 293;259;1471;639;1695.362;671.7551;2.537881;True;True Node;AmplifyShaderEditor.SamplerNode;20;-742.1312,-287.4961;Float;True;Property;_TextureSample0;Texture Sample 0;9;0;Create;True;0;737f131984c164548aee0c624e31aa48;737f131984c164548aee0c624e31aa48;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;10;-510.49,-479.5952;Float;False;Property;_Tint;Tint;8;0;Create;True;0;0.2867647,0.704868,1,0;0.4788062,0.495072,0.6029412,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;6;-590.5064,383.8149;Float;False;Property;_Color0;Color 0;1;0;Create;True;0;0,0.6275863,1,0;0.5578504,0.8084208,0.9852941,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;22;-674.3599,195.6492;Float;True;Property;_TextureSample2;Texture Sample 2;11;0;Create;True;0;698873c7db0ff6e4da9444a6b59759dd;698873c7db0ff6e4da9444a6b59759dd;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-125.2225,-328.4756;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SamplerNode;21;-663.4288,-55.76118;Float;True;Property;_TextureSample1;Texture Sample 1;10;0;Create;True;0;942d2adca1ff4294882d85702de70666;942d2adca1ff4294882d85702de70666;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-93.79053,185.3298;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;16;-169.3906,29.62976;Float;False;Property;_Specularity;Specularity;0;0;Create;True;0;0.2041201;2.5;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;186.6,-73.70001;Fixed;False;True;2;Fixed;ASEMaterialInspector;0;0;StandardSpecular;Animmal/Ice;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;2;-1;-1;0;0;0;False;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;11;0;10;0 WireConnection;11;1;20;0 WireConnection;8;0;22;0 WireConnection;8;1;6;0 WireConnection;0;0;11;0 WireConnection;0;1;21;0 WireConnection;0;4;16;0 WireConnection;0;7;8;0 ASEEND*/ //CHKSM=959FAEF07057D532A95CC854AA1E908B81518DF1