193 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			193 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | // Made with Amplify Shader Editor | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "Hovl/Particles/Ice" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		_MainTex("Main Tex", 2D) = "white" {} | ||
|  | 		_Color("Color", Color) = (0.02352941,0.2055747,1,1) | ||
|  | 		_UpColor("Up Color", Color) = (0.4575472,0.7381514,1,1) | ||
|  | 		_ColorPosition("Color Position", Range( 0 , 1)) = 0.35 | ||
|  | 		_Emission("Emission", Float) = 1 | ||
|  | 		[HDR]_FresnelColor("Fresnel Color", Color) = (1,1,1,1) | ||
|  | 		_FresnelPower("Fresnel Power", Float) = 6 | ||
|  | 		_FresnelScale("Fresnel Scale", Float) = 1 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  } | ||
|  | 		Cull Back | ||
|  | 		CGINCLUDE | ||
|  | 		#include "UnityPBSLighting.cginc" | ||
|  | 		#include "Lighting.cginc" | ||
|  | 		#pragma target 3.0 | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float2 uv_texcoord; | ||
|  | 			float3 worldNormal; | ||
|  | 			float3 worldPos; | ||
|  | 			float4 vertexColor : COLOR; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform sampler2D _MainTex; | ||
|  | 		uniform float4 _MainTex_ST; | ||
|  | 		uniform float4 _Color; | ||
|  | 		uniform float4 _UpColor; | ||
|  | 		uniform float _ColorPosition; | ||
|  | 		uniform float _FresnelScale; | ||
|  | 		uniform float _FresnelPower; | ||
|  | 		uniform float4 _FresnelColor; | ||
|  | 		uniform float _Emission; | ||
|  | 
 | ||
|  | 		void surf( Input i , inout SurfaceOutput o ) | ||
|  | 		{ | ||
|  | 			float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; | ||
|  | 			float3 ase_worldNormal = i.worldNormal; | ||
|  | 			float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) ); | ||
|  | 			float4 lerpResult9 = lerp( _Color , _UpColor , saturate( ( ase_vertexNormal.y + (-1.0 + (_ColorPosition - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) )); | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); | ||
|  | 			float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir ); | ||
|  | 			float fresnelNode1 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV1, _FresnelPower ) ); | ||
|  | 			float temp_output_49_0 = saturate( fresnelNode1 ); | ||
|  | 			float4 temp_output_22_0 = ( ( ( tex2D( _MainTex, uv_MainTex ) * lerpResult9 * ( 1.0 - temp_output_49_0 ) ) + ( temp_output_49_0 * _FresnelColor ) ) * i.vertexColor ); | ||
|  | 			o.Albedo = temp_output_22_0.rgb; | ||
|  | 			o.Emission = ( temp_output_22_0 * _Emission ).rgb; | ||
|  | 			o.Alpha = i.vertexColor.a; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		CGPROGRAM | ||
|  | 		#pragma surface surf Lambert alpha:fade keepalpha fullforwardshadows noshadow  | ||
|  | 
 | ||
|  | 		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_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; | ||
|  | 				half4 color : COLOR0; | ||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			}; | ||
|  | 			v2f vert( appdata_full v ) | ||
|  | 			{ | ||
|  | 				v2f o; | ||
|  | 				UNITY_SETUP_INSTANCE_ID( v ); | ||
|  | 				UNITY_INITIALIZE_OUTPUT( v2f, 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 ) | ||
|  | 				o.color = v.color; | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 			half4 frag( v2f IN) : 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; | ||
|  | 				surfIN.vertexColor = IN.color; | ||
|  | 				SurfaceOutput o; | ||
|  | 				UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o ) | ||
|  | 				surf( surfIN, o ); | ||
|  | 				#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" | ||
|  | } | ||
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|  | //CHKSM=35F30C205BEFC5EC96890C7BEDEDA12222E80165 |