// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASE_Base_Transpatrent" { Properties { _Color("Color", Color) = (0.1556604,0.2891586,1,0.5960785) _Texture("Texture", 2D) = "white" {} _ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1) _Boundry("Boundry", Range( 0 , 1)) = 0.5 _Smooth("Smooth", Range( 0 , 1)) = 1 _HLColor("HLColor", Color) = (0,0,0,1) _HLBoundry("HLBoundry", Range( 0 , 1)) = 0 _HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5 [HDR]_FreColor("FreColor", Color) = (0,1.224054,2.670157,1) _FreBoundry("FreBoundry", Range( 0 , 1)) = 0.19 _FreSmooth("FreSmooth", Range( 0 , 1)) = 1 [HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0) _EmissionTex("EmissionTex", 2D) = "white" {} [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" } Cull [_CullMode] Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #pragma target 4.6 struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float _CullMode; uniform float4 _Color; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float4 _ShaowColor; uniform float _Boundry; uniform float _Smooth; uniform float4 _HLColor; uniform float _HLBoundry; uniform float _HLSmooth; uniform float _FreBoundry; uniform float _FreSmooth; uniform float4 _FreColor; uniform sampler2D _EmissionTex; uniform float4 _EmissionTex_ST; uniform float4 _EmissionColor; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; #ifdef UNITY_PASS_FORWARDBASE float ase_lightAtten = data.atten; if( _LightColor0.a == 0) ase_lightAtten = 0; #else float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); #endif #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); #endif float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; float4 MainTex99 = tex2D( _Texture, uv_Texture ); float4 MainColor97 = _Color; float temp_output_42_0_g13 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); float3 ase_worldPos = i.worldPos; #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld float3 ase_worldlightDir = 0; #else //aseld float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); #endif //aseld float3 ase_worldNormal = i.worldNormal; float dotResult3_g2 = dot( ase_worldlightDir , ase_worldNormal ); float LightingModel85 = dotResult3_g2; float temp_output_38_0_g13 = LightingModel85; float smoothstepResult39_g13 = smoothstep( ( temp_output_42_0_g13 - 0.5 ) , ( temp_output_42_0_g13 + 0.5 ) , temp_output_38_0_g13); float lerpResult46_g13 = lerp( 1.0 , 0.0 , smoothstepResult39_g13); float smoothstepResult56_g13 = smoothstep( 0.0 , 0.5 , ase_lightAtten); float temp_output_14_0_g13 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); float temp_output_37_0_g13 = _Smooth; 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); float4 lerpResult28_g13 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g13 + smoothstepResult56_g13 ) ) * smoothstepResult20_g13 )); float4 ShadowColor88 = lerpResult28_g13; float temp_output_4_0_g16 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); float temp_output_15_0_g16 = _HLSmooth; 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); float4 lerpResult9_g16 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g16); float4 HighLightColor90 = lerpResult9_g16; float temp_output_22_0_g17 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) ); float temp_output_30_0_g17 = _FreSmooth; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float fresnelNdotV26_g17 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode26_g17 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g17, 1.0 ) ); 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); float4 temp_output_14_0_g17 = _FreColor; float4 Fresnel92 = ( smoothstepResult28_g17 * temp_output_14_0_g17 * (temp_output_14_0_g17).a ); float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ); c.rgb = ( ( MainTex99 * MainColor97 * ShadowColor88 ) + HighLightColor90 + Fresnel92 + Emission94 ).rgb; c.a = _Color.a; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap nodirlightmap noforwardadd ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.6 #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_GLES || 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; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; float3 worldNormal : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.worldNormal = worldNormal; o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 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 ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = IN.worldNormal; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); UnityGI gi; UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18935 169;195;1151;913;3414.738;1176.113;1.3;True;False 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 Node;AmplifyShaderEditor.FunctionNode;72;-2770.38,-777.9248;Inherit;False;LightingModel_Base;-1;;2;2d69c2a75ad764b40a4077c9804cced5;0;0;1;FLOAT;0 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 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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