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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/Parallax/ParallaxWindow"
- {
- Properties
- {
- [HideInInspector] __dirty( "", Int ) = 1
- _Back("Back", 2D) = "white" {}
- _BackDark("Back Dark", Float) = 0.7
- _BackDepthScale("Back Depth Scale", Range( 0 , 1)) = 0
- _Mid("Mid", 2D) = "white" {}
- _MidDark("Mid Dark", Float) = 0.3
- _MidDepthScale("Mid Depth Scale", Range( 0 , 1)) = 0.3
- _Front("Front", 2D) = "white" {}
- _Mask("Mask", 2D) = "white" {}
- _Specular("Specular", Range( 0 , 1)) = 0
- _Smoothness("Smoothness", Range( 0 , 1)) = 0
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
- Cull Back
- ZTest LEqual
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 2.5
- #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 texcoord_0;
- float3 viewDir;
- INTERNAL_DATA
- };
-
- uniform sampler2D _Back;
- uniform fixed _BackDepthScale;
- uniform fixed _BackDark;
- uniform sampler2D _Mid;
- uniform fixed _MidDepthScale;
- uniform fixed _MidDark;
- uniform sampler2D _Mask;
- uniform sampler2D _Front;
- uniform fixed _Specular;
- uniform fixed _Smoothness;
-
- void vertexDataFunc( inout appdata_full v, out Input o )
- {
- UNITY_INITIALIZE_OUTPUT( Input, o );
- o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- }
-
- void surf( Input i , inout SurfaceOutputStandardSpecular o )
- {
- o.Normal = fixed3(0,0,1);
- float2 Offset75 = ( ( 0.0 - 1.0 ) * i.viewDir.xy * _BackDepthScale ) + i.texcoord_0;
- float2 OffsetBack = Offset75;
- float2 Offset76 = ( ( 0.0 - 1.0 ) * i.viewDir.xy * _MidDepthScale ) + i.texcoord_0;
- float2 OffsetMid = Offset76;
- fixed4 tex2DNode62 = tex2D( _Mask, i.texcoord_0 );
- o.Albedo = lerp( lerp( ( tex2D( _Back, OffsetBack ) * _BackDark ) , ( tex2D( _Mid, OffsetMid ) * _MidDark ) , tex2D( _Mask, OffsetMid ).g ) , tex2D( _Front, i.texcoord_0 ) , tex2DNode62.r ).xyz;
- float temp_output_87_0 = ( 1.0 - tex2DNode62.r );
- fixed3 temp_cast_1 = (( temp_output_87_0 * _Specular )).xxx;
- o.Specular = temp_cast_1;
- o.Smoothness = ( temp_output_87_0 * _Smoothness );
- o.Alpha = 1;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc
-
- 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;
- 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 );
- Input customInputData;
- vertexDataFunc( v, customInputData );
- 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.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 );
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputStandardSpecular o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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=9D95C8FF9D46FBEF1B1416D392DB07337014F340
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