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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/Transparency"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_UVOffset1("UVOffset1", Vector) = (-0.1,-0.1,-0.1,0)
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_TextureSample3("Texture Sample 3", CUBE) = "white" {}
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_Opacity("Opacity", Range( 0 , 1)) = 1
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_TextureSample1("Texture Sample 1", CUBE) = "white" {}
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_char_woodman_normals("char_woodman_normals", 2D) = "bump" {}
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_Cubemap("Cubemap", CUBE) = "white" {}
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_UVOffset0("UVOffset0", Vector) = (0.07,0.1,0.1,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 worldRefl;
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INTERNAL_DATA
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};
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uniform sampler2D _char_woodman_normals;
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uniform float4 _char_woodman_normals_ST;
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uniform samplerCUBE _TextureSample1;
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uniform float3 _UVOffset0;
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uniform samplerCUBE _Cubemap;
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uniform samplerCUBE _TextureSample3;
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uniform float3 _UVOffset1;
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uniform float _Smoothness;
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uniform float _Opacity;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_char_woodman_normals = i.uv_texcoord * _char_woodman_normals_ST.xy + _char_woodman_normals_ST.zw;
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o.Normal = UnpackNormal( tex2D( _char_woodman_normals, uv_char_woodman_normals ) );
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o.Albedo = float4(1,1,1,0).rgb;
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float3 tex2DNode10 = UnpackNormal( tex2D( _char_woodman_normals, uv_char_woodman_normals ) );
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float3 worldrefVec9 = WorldReflectionVector( i , tex2DNode10 );
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float3 appendResult32 = (float3(texCUBE( _TextureSample1, ( worldrefVec9 + _UVOffset0 ) ).r , texCUBE( _Cubemap, worldrefVec9 ).g , texCUBE( _TextureSample3, ( worldrefVec9 + _UVOffset1 ) ).b));
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o.Emission = appendResult32;
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o.Metallic = 1.0;
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o.Smoothness = _Smoothness;
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o.Alpha = _Opacity;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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# include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD6;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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float4 texcoords01 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord.xy = IN.texcoords01.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldRefl = -worldViewDir;
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=12003
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0;92;1541;926;1371.115;369.9559;1.6;False;False
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Node;AmplifyShaderEditor.SamplerNode;10;-1400.201,-39.50001;Float;True;Property;_char_woodman_normals;char_woodman_normals;-1;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.WorldReflectionVector;9;-1042.699,194.6001;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.Vector3Node;25;-1009.816,641.7439;Float;False;Property;_UVOffset1;UVOffset1;-1;0;-0.1,-0.1,-0.1;0;4;FLOAT3;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.Vector3Node;24;-1001.816,470.7439;Float;False;Property;_UVOffset0;UVOffset0;-1;0;0.07,0.1,0.1;0;4;FLOAT3;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SimpleAddOpNode;26;-741.8156,623.7439;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0,0,0;False;1;FLOAT3
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Node;AmplifyShaderEditor.SimpleAddOpNode;23;-742.4155,168.1439;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0,0,0;False;1;FLOAT3
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Node;AmplifyShaderEditor.SamplerNode;1;-568.5999,323.5997;Float;True;Property;_Cubemap;Cubemap;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;6;0;SAMPLER2D;0,0;False;1;FLOAT3;1.0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;20;-566.8156,525.7439;Float;True;Property;_TextureSample3;Texture Sample 3;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;6;0;SAMPLER2D;0,0;False;1;FLOAT3;1.0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;19;-554.3158,130.5439;Float;True;Property;_TextureSample1;Texture Sample 1;-1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;6;0;SAMPLER2D;0,0;False;1;FLOAT3;1.0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.DynamicAppendNode;32;-158.3146,278.6447;Float;False;FLOAT3;4;0;FLOAT;0.0;False;1;FLOAT;0.0;False;2;FLOAT;0.0;False;3;FLOAT;0.0;False;1;FLOAT3
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Node;AmplifyShaderEditor.RangedFloatNode;17;67.48333,164.5437;Float;False;Constant;_Metallic;Metallic;-1;0;1;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.WireNode;33;57.68502,89.24414;Float;False;1;0;FLOAT3;0.0;False;1;FLOAT3
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Node;AmplifyShaderEditor.ColorNode;16;94.68337,-258.8558;Float;False;Constant;_Color0;Color 0;-1;0;1,1,1,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;18;75.28323,256.344;Float;False;Property;_Smoothness;Smoothness;-1;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;14;82.88092,353.6438;Float;False;Property;_Opacity;Opacity;-1;0;1;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;559.4,-96.99998;Float;False;True;2;Float;ASEMaterialInspector;0;Standard;ASESampleShaders/Transparency;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;Back;0;3;False;0;0;Transparent;0.5;True;True;0;False;Transparent;Transparent;All;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;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;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0;False;2;FLOAT3;0.0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0.0;False;7;FLOAT3;0.0;False;8;FLOAT;0.0;False;9;FLOAT;0,0,0;False;10;OBJECT;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
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WireConnection;9;0;10;0
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WireConnection;26;0;9;0
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WireConnection;26;1;25;0
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WireConnection;23;0;9;0
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WireConnection;23;1;24;0
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WireConnection;1;1;9;0
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WireConnection;20;1;26;0
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WireConnection;19;1;23;0
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WireConnection;32;0;19;1
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WireConnection;32;1;1;2
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WireConnection;32;2;20;3
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WireConnection;33;0;32;0
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WireConnection;0;0;16;0
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WireConnection;0;1;10;0
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WireConnection;0;2;33;0
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WireConnection;0;3;17;0
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WireConnection;0;4;18;0
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WireConnection;0;9;14;0
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ASEEND*/
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//CHKSM=EA918958D151C229CBAECAFC7F62CCF6E9541F85
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