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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/Translucency"
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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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_Specular("Specular", Range( 0 , 1)) = 0
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[Header(Translucency)]
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_Color0("Color 0", Color) = (0,0,0,0)
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
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_Albedo("Albedo", 2D) = "white" {}
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_Normal("Normal", 2D) = "bump" {}
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_Depth("Depth", 2D) = "white" {}
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_Tint("Tint", Color) = (0,0,0,0)
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
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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" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#include "UnityPBSLighting.cginc"
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#pragma target 3.0
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#pragma surface surf StandardSpecularCustom keepalpha addshadow fullforwardshadows exclude_path:deferred
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struct Input
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{
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float2 uv_texcoord;
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};
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struct SurfaceOutputStandardSpecularCustom
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{
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fixed3 Albedo;
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fixed3 Normal;
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half3 Emission;
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fixed3 Specular;
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half Smoothness;
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half Occlusion;
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fixed Alpha;
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fixed3 Translucency;
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};
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uniform sampler2D _Normal;
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uniform sampler2D _Albedo;
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uniform float4 _Albedo_ST;
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uniform fixed4 _Tint;
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uniform fixed _Specular;
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uniform half _Translucency;
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uniform half _TransNormalDistortion;
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uniform half _TransScattering;
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uniform half _TransDirect;
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uniform half _TransAmbient;
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uniform half _TransShadow;
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uniform sampler2D _Depth;
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uniform float4 _Depth_ST;
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uniform fixed4 _Color0;
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inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi )
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{
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#if !DIRECTIONAL
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float3 lightAtten = gi.light.color;
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#else
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float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
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#endif
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half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
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half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
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half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
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half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
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SurfaceOutputStandardSpecular r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Specular = s.Specular;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandardSpecular (r, viewDir, gi) + c;
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}
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inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi )
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{
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UNITY_GI(gi, s, data);
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}
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void surf( Input i , inout SurfaceOutputStandardSpecularCustom o )
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{
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float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
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o.Normal = UnpackNormal( tex2D( _Normal, uv_Albedo ) );
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o.Albedo = ( _Tint * tex2D( _Albedo, uv_Albedo ) ).rgb;
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fixed3 temp_cast_2 = (_Specular).xxx;
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o.Specular = temp_cast_2;
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float2 uv_Depth = i.uv_texcoord * _Depth_ST.xy + _Depth_ST.zw;
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o.Translucency = ( tex2D( _Depth, uv_Depth ) * _Color0 ).xyz;
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o.Alpha = 1;
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}
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ENDCG
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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=13201
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352;92;1226;768;1143.113;510.184;1.4;False;False
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Node;AmplifyShaderEditor.TextureCoordinatesNode;17;-1016.736,-72.31985;Float;False;0;9;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.ColorNode;10;-505.058,-441.5712;Float;False;Property;_Tint;Tint;4;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.ColorNode;6;-528.7906,325.7297;Float;False;Property;_Color0;Color 0;-1;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;9;-560.7905,-261.6702;Float;True;Property;_Albedo;Albedo;1;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;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;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;7;-567.9905,129.1298;Float;True;Property;_Depth;Depth;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;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;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;16;-169.3906,29.62976;Float;False;Property;_Specular;Specular;-1;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-119.7905,-259.6702;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;1;COLOR
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Node;AmplifyShaderEditor.SamplerNode;12;-566.9902,-73.27022;Float;True;Property;_Normal;Normal;2;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;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.SimpleMultiplyOpNode;8;-93.79053,185.3298;Float;False;2;2;0;FLOAT4;0.0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;186.6,-73.70001;Fixed;False;True;2;Fixed;ASEMaterialInspector;0;0;StandardSpecular;ASESampleShaders/Translucency;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;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;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;0;15;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;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0.0,0,0;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;1;17;0
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WireConnection;11;0;10;0
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WireConnection;11;1;9;0
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WireConnection;12;1;17;0
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WireConnection;8;0;7;0
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WireConnection;8;1;6;0
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WireConnection;0;0;11;0
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WireConnection;0;1;12;0
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WireConnection;0;3;16;0
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WireConnection;0;7;8;0
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ASEEND*/
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//CHKSM=01B123CEEFE2B203DDAC13C4470869EF7D3DE74D
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