// Made with Amplify Shader Editor v1.9.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASE/Base/BaseOpacityCurve" { Properties { _Color("Color", Color) = (1,1,1,1) _Texture("Texture", 2D) = "white" {} _HSVC("HSVC", Vector) = (0,0,0,0) _ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1) _Boundry("Boundry", Range( 0 , 1)) = 0.5 _Smooth("Smooth", Range( 0 , 1)) = 0.5 _HLColor("HLColor", Color) = (0,0,0,1) _HLBoundry("HLBoundry", Range( 0 , 1)) = 0 _HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5 [HDR]_FreColor("FreColor", Color) = (0,0,0,1) _FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399 _FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588 [HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0) _EmissionTex("EmissionTex", 2D) = "white" {} _NormalTex("NormalTex", 2D) = "bump" {} _NormalInt("NormalInt", Range( 0 , 1)) = 0 [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 2 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull [_CullMode] CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "Lighting.cginc" #pragma target 3.0 #include "Assets/Amazing Assets/Curved World/Shaders/CGINC/Classic Runner/CurvedWorld_ClassicRunner_X_Positive_ID1.cginc" #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) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float _CullMode; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float4 _HSVC; uniform float4 _Color; uniform float4 _ShaowColor; uniform sampler2D _NormalTex; uniform float4 _NormalTex_ST; uniform float _NormalInt; 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; float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float localCurvedWorld_ClassicRunner_X_Positive_ID15_g75 = ( 0.0 ); float3 ase_vertex3Pos = v.vertex.xyz; float3 inVertex5_g75 = ase_vertex3Pos; float3 outVertex5_g75 = float3( 0,0,0 ); { CurvedWorld_ClassicRunner_X_Positive_ID1_float(inVertex5_g75, outVertex5_g75); } v.vertex.xyz = outVertex5_g75; v.vertex.w = 1; } 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 tex2DNode80 = tex2D( _Texture, uv_Texture ); float4 lerpResult4_g67 = lerp( float4( float3(0.5,0.5,0.5) , 0.0 ) , tex2DNode80 , ( ( _HSVC.w * 0.01 ) + 1.0 )); float3 hsvTorgb6_g67 = RGBToHSV( lerpResult4_g67.xyz ); float3 hsvTorgb10_g67 = HSVToRGB( float3(( ( _HSVC.x * 0.01 ) + hsvTorgb6_g67.x ),( ( ( _HSVC.y * 0.01 ) + 1.0 ) * hsvTorgb6_g67.y ),( ( ( _HSVC.z * 0.01 ) + 1.0 ) * hsvTorgb6_g67.z )) ); float3 appendResult11_g67 = (float3(hsvTorgb10_g67)); float3 MainTex99 = appendResult11_g67; float4 MainColor97 = _Color; 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 float2 uv_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; float3 lerpResult12_g62 = lerp( float3(0,0,1) , UnpackNormal( tex2D( _NormalTex, uv_NormalTex ) ) , (0.0 + (_NormalInt - 0.0) * (3.0 - 0.0) / (1.0 - 0.0))); float3 normalizeResult14_g62 = normalize( (WorldNormalVector( i , lerpResult12_g62 )) ); float3 temp_output_141_21 = normalizeResult14_g62; float dotResult124 = dot( ase_worldlightDir , temp_output_141_21 ); float LightingModel85 = dotResult124; float LightingModel60_g71 = LightingModel85; float temp_output_42_0_g71 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); float lerpResult46_g71 = lerp( 1.0 , 0.0 , saturate( (0.0 + (LightingModel60_g71 - ( temp_output_42_0_g71 - 0.5 )) * (1.0 - 0.0) / (( temp_output_42_0_g71 + 0.5 ) - ( temp_output_42_0_g71 - 0.5 ))) )); float smoothstepResult56_g71 = smoothstep( 0.0 , 0.5 , ase_lightAtten); float temp_output_14_0_g71 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)); float temp_output_37_0_g71 = _Smooth; float4 lerpResult28_g71 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g71 + smoothstepResult56_g71 ) ) * saturate( (0.0 + (LightingModel60_g71 - ( temp_output_14_0_g71 - temp_output_37_0_g71 )) * (1.0 - 0.0) / (( temp_output_14_0_g71 + temp_output_37_0_g71 ) - ( temp_output_14_0_g71 - temp_output_37_0_g71 ))) ) )); float4 ShadowColor88 = lerpResult28_g71; float3 normalizeResult27_g73 = normalize( ( _WorldSpaceCameraPos - ase_worldPos ) ); float3 WorldNormal129 = temp_output_141_21; float dotResult17_g73 = dot( normalizeResult27_g73 , reflect( ( ase_worldlightDir * -1.0 ) , WorldNormal129 ) ); float temp_output_4_0_g73 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); float temp_output_15_0_g73 = _HLSmooth; float4 lerpResult9_g73 = lerp( float4( 0,0,0,0 ) , _HLColor , saturate( (0.0 + (dotResult17_g73 - ( temp_output_4_0_g73 - temp_output_15_0_g73 )) * (1.0 - 0.0) / (( temp_output_4_0_g73 + temp_output_15_0_g73 ) - ( temp_output_4_0_g73 - temp_output_15_0_g73 ))) )); float4 HighLightColor90 = lerpResult9_g73; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float fresnelNdotV26_g74 = dot( WorldNormal129, ase_worldViewDir ); float fresnelNode26_g74 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g74, 1.0 ) ); float temp_output_22_0_g74 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) ); float temp_output_30_0_g74 = _FreSmooth; float4 temp_output_14_0_g74 = _FreColor; float4 Fresnel92 = ( saturate( (0.0 + (fresnelNode26_g74 - ( temp_output_22_0_g74 - temp_output_30_0_g74 )) * (1.0 - 0.0) / (( temp_output_22_0_g74 + temp_output_30_0_g74 ) - ( temp_output_22_0_g74 - temp_output_30_0_g74 ))) ) * temp_output_14_0_g74 * (temp_output_14_0_g74).a ); float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float4 Emission94 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor ); c.rgb = ( ( float4( MainTex99 , 0.0 ) * MainColor97 * ShadowColor88 ) + HighLightColor90 + Fresnel92 + Emission94 ).rgb; c.a = tex2DNode80.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; o.Normal = float3(0,0,1); } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting alpha:fade keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap nodirlightmap noforwardadd 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_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; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; 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; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 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.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; 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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; 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=19100 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