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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/Community/TFHC/2 Sided"
- {
- Properties
- {
- [HideInInspector] __dirty( "", Int ) = 1
- _MaskClipValue( "Mask Clip Value", Float ) = 0.5
- _FrontFacesColor("Front Faces Color", Color) = (1,0,0,0)
- _FrontFacesAlbedo("Front Faces Albedo", 2D) = "white" {}
- _FrontFacesNormal("Front Faces Normal", 2D) = "bump" {}
- _BackFacesColor("Back Faces Color", Color) = (0,0.04827571,1,0)
- _BackFacesAlbedo("Back Faces Albedo", 2D) = "white" {}
- _BackFacesNormal("Back Faces Normal", 2D) = "bump" {}
- _OpacityMask("Opacity Mask", 2D) = "white" {}
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- }
-
- SubShader
- {
- Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
- Cull Off
- Stencil
- {
- Ref 1
- Comp Always
- Pass Replace
- }
- 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 uv_texcoord;
- float3 worldNormal;
- INTERNAL_DATA
- float3 worldPos;
- };
-
- uniform sampler2D _FrontFacesNormal;
- uniform float4 _FrontFacesNormal_ST;
- uniform sampler2D _BackFacesNormal;
- uniform float4 _BackFacesNormal_ST;
- uniform float4 _FrontFacesColor;
- uniform sampler2D _FrontFacesAlbedo;
- uniform float4 _FrontFacesAlbedo_ST;
- uniform float4 _BackFacesColor;
- uniform sampler2D _BackFacesAlbedo;
- uniform float4 _BackFacesAlbedo_ST;
- uniform sampler2D _OpacityMask;
- uniform float4 _OpacityMask_ST;
- uniform float _MaskClipValue = 0.5;
-
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv_FrontFacesNormal = i.uv_texcoord * _FrontFacesNormal_ST.xy + _FrontFacesNormal_ST.zw;
- float3 FrontFacesNormal = UnpackNormal( tex2D( _FrontFacesNormal, uv_FrontFacesNormal ) );
- float2 uv_BackFacesNormal = i.uv_texcoord * _BackFacesNormal_ST.xy + _BackFacesNormal_ST.zw;
- float3 BackFacesNormal = UnpackNormal( tex2D( _BackFacesNormal, uv_BackFacesNormal ) );
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
- float FaceSign = (1.0 + (sign( dot( ase_worldNormal , worldViewDir ) ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0));
- o.Normal = lerp( FrontFacesNormal , BackFacesNormal , FaceSign );
- float2 uv_FrontFacesAlbedo = i.uv_texcoord * _FrontFacesAlbedo_ST.xy + _FrontFacesAlbedo_ST.zw;
- float4 FrontFacesAlbedo = ( _FrontFacesColor * tex2D( _FrontFacesAlbedo, uv_FrontFacesAlbedo ) );
- float2 uv_BackFacesAlbedo = i.uv_texcoord * _BackFacesAlbedo_ST.xy + _BackFacesAlbedo_ST.zw;
- float4 BackFacesAlbedo = ( _BackFacesColor * tex2D( _BackFacesAlbedo, uv_BackFacesAlbedo ) );
- o.Albedo = lerp( FrontFacesAlbedo , BackFacesAlbedo , FaceSign ).rgb;
- o.Alpha = 1;
- float2 uv_OpacityMask = i.uv_texcoord * _OpacityMask_ST.xy + _OpacityMask_ST.zw;
- float OpacityMask = tex2D( _OpacityMask, uv_OpacityMask ).a;
- clip( OpacityMask - _MaskClipValue );
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard 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"
- sampler3D _DitherMaskLOD;
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float3 worldPos : TEXCOORD6;
- float4 tSpace0 : TEXCOORD1;
- float4 tSpace1 : TEXCOORD2;
- float4 tSpace2 : TEXCOORD3;
- float4 texcoords01 : TEXCOORD4;
- 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;
- 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
- 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 );
- surfIN.uv_texcoord.xy = IN.texcoords01.xy;
- 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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- //CHKSM=C7892A3B0CD9F89298ADCEB0093D67A509CB3721
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