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137 lines
7.1 KiB

// 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
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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