305 lines
18 KiB
Plaintext
305 lines
18 KiB
Plaintext
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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 "ASE_Base_Transpatrent"
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{
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Properties
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{
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_Color("Color", Color) = (0.1556604,0.2891586,1,0.5960785)
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_Texture("Texture", 2D) = "white" {}
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_ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1)
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_Boundry("Boundry", Range( 0 , 1)) = 0.5
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_Smooth("Smooth", Range( 0 , 1)) = 1
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_HLColor("HLColor", Color) = (0,0,0,1)
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_HLBoundry("HLBoundry", Range( 0 , 1)) = 0
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_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5
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[HDR]_FreColor("FreColor", Color) = (0,1.224054,2.670157,1)
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_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.19
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_FreSmooth("FreSmooth", Range( 0 , 1)) = 1
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[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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_EmissionTex("EmissionTex", 2D) = "white" {}
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[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" }
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Cull [_CullMode]
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#pragma target 4.6
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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};
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struct SurfaceOutputCustomLightingCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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Input SurfInput;
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UnityGIInput GIData;
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};
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uniform float _CullMode;
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uniform float4 _Color;
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform float4 _ShaowColor;
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uniform float _Boundry;
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uniform float _Smooth;
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uniform float4 _HLColor;
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uniform float _HLBoundry;
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uniform float _HLSmooth;
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uniform float _FreBoundry;
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uniform float _FreSmooth;
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uniform float4 _FreColor;
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uniform sampler2D _EmissionTex;
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uniform float4 _EmissionTex_ST;
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uniform float4 _EmissionColor;
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inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
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{
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UnityGIInput data = s.GIData;
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Input i = s.SurfInput;
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half4 c = 0;
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#ifdef UNITY_PASS_FORWARDBASE
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float ase_lightAtten = data.atten;
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if( _LightColor0.a == 0)
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ase_lightAtten = 0;
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#else
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float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
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float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
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#endif
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#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
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half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
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float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
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float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
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ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
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#endif
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float4 MainTex99 = tex2D( _Texture, uv_Texture );
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float4 MainColor97 = _Color;
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float temp_output_42_0_g13 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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float3 ase_worldPos = i.worldPos;
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#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
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float3 ase_worldlightDir = 0;
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#else //aseld
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float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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#endif //aseld
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float3 ase_worldNormal = i.worldNormal;
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float dotResult3_g2 = dot( ase_worldlightDir , ase_worldNormal );
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float LightingModel85 = dotResult3_g2;
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float temp_output_38_0_g13 = LightingModel85;
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float smoothstepResult39_g13 = smoothstep( ( temp_output_42_0_g13 - 0.5 ) , ( temp_output_42_0_g13 + 0.5 ) , temp_output_38_0_g13);
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float lerpResult46_g13 = lerp( 1.0 , 0.0 , smoothstepResult39_g13);
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float smoothstepResult56_g13 = smoothstep( 0.0 , 0.5 , ase_lightAtten);
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float temp_output_14_0_g13 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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float temp_output_37_0_g13 = _Smooth;
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float smoothstepResult20_g13 = smoothstep( ( temp_output_14_0_g13 - temp_output_37_0_g13 ) , ( temp_output_14_0_g13 + temp_output_37_0_g13 ) , temp_output_38_0_g13);
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float4 lerpResult28_g13 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g13 + smoothstepResult56_g13 ) ) * smoothstepResult20_g13 ));
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float4 ShadowColor88 = lerpResult28_g13;
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float temp_output_4_0_g16 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
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float temp_output_15_0_g16 = _HLSmooth;
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float smoothstepResult8_g16 = smoothstep( ( temp_output_4_0_g16 - temp_output_15_0_g16 ) , ( temp_output_4_0_g16 + temp_output_15_0_g16 ) , LightingModel85);
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float4 lerpResult9_g16 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g16);
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float4 HighLightColor90 = lerpResult9_g16;
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float temp_output_22_0_g17 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) );
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float temp_output_30_0_g17 = _FreSmooth;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float fresnelNdotV26_g17 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode26_g17 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g17, 1.0 ) );
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float smoothstepResult28_g17 = smoothstep( ( temp_output_22_0_g17 - temp_output_30_0_g17 ) , ( temp_output_22_0_g17 + temp_output_30_0_g17 ) , fresnelNode26_g17);
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float4 temp_output_14_0_g17 = _FreColor;
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float4 Fresnel92 = ( smoothstepResult28_g17 * temp_output_14_0_g17 * (temp_output_14_0_g17).a );
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float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
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c.rgb = ( ( MainTex99 * MainColor97 * ShadowColor88 ) + HighLightColor90 + Fresnel92 + Emission94 ).rgb;
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c.a = _Color.a;
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return c;
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}
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inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
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{
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s.GIData = data;
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}
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void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
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{
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o.SurfInput = i;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap nodirlightmap noforwardadd
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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 4.6
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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_GLES || 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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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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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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o.worldNormal = worldNormal;
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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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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half4 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 = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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SurfaceOutputCustomLightingCustom o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
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surf( surfIN, o );
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UnityGI gi;
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UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
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o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
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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=18935
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169;195;1151;913;3414.738;1176.113;1.3;True;False
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Node;AmplifyShaderEditor.CommentaryNode;87;-2820.38,-834.4528;Inherit;False;506.4866;166.528;LightingModel;2;72;85;光照模型;1,1,1,1;0;0
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Node;AmplifyShaderEditor.FunctionNode;72;-2770.38,-777.9248;Inherit;False;LightingModel_Base;-1;;2;2d69c2a75ad764b40a4077c9804cced5;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;30;-2818.392,-141.0116;Inherit;False;824.6014;385.3089;ShadowColor;6;88;84;82;10;9;16;暗面颜色;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;85;-2548.722,-783.0994;Float;False;LightingModel;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;16;-2804.346,-97.53683;Inherit;False;Property;_ShaowColor;ShaowColor;3;0;Create;True;0;0;0;False;0;False;0.5711552,0.6109352,0.8018868,1;0.5711552,0.6109352,0.8018868,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.CommentaryNode;29;-2802.948,282.1324;Inherit;False;805.474;396.9965;HighLightColor;6;90;86;73;26;28;25;高光颜色;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;68;-2163.976,-596.7882;Inherit;False;818.8379;392.7597;Fresnel;5;92;75;65;66;67;菲涅尔;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-2794.968,78.6812;Inherit;False;Property;_Boundry;Boundry;4;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;100;-2821.909,-621.6583;Inherit;False;605.1252;447.5404;Comment;4;99;97;19;80;基础贴图和颜色;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;10;-2795.231,157.5198;Inherit;False;Property;_Smooth;Smooth;5;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;52;-2145.453,-1078.744;Inherit;False;692.8439;415.5112;Emission;4;94;55;54;53;自发光;1,1,1,1;0;0
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Node;AmplifyShaderEditor.GetLocalVarNode;84;-2492.773,-81.5411;Inherit;False;85;LightingModel;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;86;-2480.275,384.5181;Inherit;False;85;LightingModel;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;28;-2738.441,338.9776;Inherit;False;Property;_HLColor;HLColor;6;0;Create;True;0;0;0;False;0;False;0,0,0,1;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;53;-2121.681,-1029.255;Inherit;True;Property;_EmissionTex;EmissionTex;13;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;26;-2778.184,584.5659;Inherit;False;Property;_HLSmooth;HLSmooth;8;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;65;-2125.317,-377.3264;Inherit;False;Property;_FreBoundry;FreBoundry;10;0;Create;True;0;0;0;False;0;False;0.19;0.19;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;54;-2075.843,-840.2601;Inherit;False;Property;_EmissionColor;EmissionColor;12;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;66;-2128.067,-297.3757;Inherit;False;Property;_FreSmooth;FreSmooth;11;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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ASEEND*/
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//CHKSM=B01E0D73A3CA0A00996DBEB88E53EDA53F18C742
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