// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Community/TFHC/Highlight Animated" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0) _Albedo("Albedo", 2D) = "white" {} _Normal("Normal", 2D) = "bump" {} _Emission("Emission", 2D) = "black" {} _Oclussion("Oclussion", 2D) = "white" {} _HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1) _MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8 _MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9 _HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60 [Toggle]_Highlighted("Highlighted", Float) = 0 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #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 texcoord_0; float3 viewDir; INTERNAL_DATA }; uniform sampler2D _Normal; uniform float4 _Color; uniform sampler2D _Albedo; uniform float _Highlighted; uniform sampler2D _Emission; uniform float _HighlightSpeed; uniform float _MinHighLightLevel; uniform float _MaxHighLightLevel; uniform float4 _HighlightColor; uniform sampler2D _Oclussion; 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 ) { float3 Normal = UnpackNormal( tex2D( _Normal, i.texcoord_0 ) ); o.Normal = Normal; float4 Albedo = ( _Color * tex2D( _Albedo, i.texcoord_0 ) ); o.Albedo = Albedo.rgb; float4 Emision = tex2D( _Emission, i.texcoord_0 ); float mulTime138 = _Time.y * 0.05; float Highlight_Level = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1) * (_MaxHighLightLevel - _MinHighLightLevel) / (1 - -1)); float4 Highlight_Color = _HighlightColor; float4 Highlight_Rim = ( pow( ( 1.0 - saturate( dot( Normal , normalize( i.viewDir ) ) ) ) , (10.0 + (Highlight_Level - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color ); float4 Final_Emision = lerp(Emision,( Emision + Highlight_Rim ),_Highlighted); o.Emission = Final_Emision.xyz; float4 Oclussion = tex2D( _Oclussion, i.texcoord_0 ); o.Occlusion = Oclussion.x; 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 = 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