215 lines
12 KiB
Plaintext
215 lines
12 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/SpaceShip_Rim"
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{
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Properties
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{
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_Texture("Texture", 2D) = "white" {}
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_RimColor("RimColor", Color) = (0,0,0,0)
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_Detail("Detail", 2D) = "white" {}
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_DetailAmount("DetailAmount", Range( 0 , 1)) = 1
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_RimPower("RimPower", Range( 0 , 10)) = 2
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_Spec("Spec", Color) = (0,0,0,0)
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_Emissive("Emissive", 2D) = "white" {}
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_EmissiveColor("Emissive Color", Color) = (0.4926471,0.4926471,0.4926471,0)
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[HideInInspector] _texcoord3( "", 2D ) = "white" {}
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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" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float2 uv3_texcoord3;
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float3 viewDir;
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INTERNAL_DATA
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};
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform sampler2D _Detail;
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uniform float4 _Detail_ST;
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uniform float _DetailAmount;
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uniform sampler2D Normals;
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uniform float4 Normals_ST;
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uniform float _RimPower;
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uniform float4 _RimColor;
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uniform sampler2D _Emissive;
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uniform float4 _Emissive_ST;
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uniform float4 _EmissiveColor;
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uniform float4 _Spec;
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uniform float _Smoothness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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o.Normal = float3(0,0,1);
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float4 color53 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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float2 uv3_Detail = i.uv3_texcoord3 * _Detail_ST.xy + _Detail_ST.zw;
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float4 lerpResult33 = lerp( color53 , tex2D( _Detail, uv3_Detail, float2( 0,0 ), float2( 0,0 ) ) , _DetailAmount);
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o.Albedo = ( tex2D( _Texture, uv_Texture ) * lerpResult33 ).rgb;
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float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
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float3 normalizeResult43 = normalize( i.viewDir );
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float dotResult44 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult43 );
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float2 uv_Emissive = i.uv_texcoord * _Emissive_ST.xy + _Emissive_ST.zw;
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o.Emission = ( ( pow( ( 1.0 - saturate( dotResult44 ) ) , _RimPower ) * _RimColor ) + ( tex2D( _Emissive, uv_Emissive ) * _EmissiveColor ) ).rgb;
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o.Metallic = ( _Spec * float4( 0,0,0,0 ) ).r;
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o.Smoothness = _Smoothness;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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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 3.0
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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_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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struct v2f
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{
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V2F_SHADOW_CASTER;
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float4 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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_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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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.customPack1.zw = customInputData.uv3_texcoord3;
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o.customPack1.zw = v.texcoord2;
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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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surfIN.uv3_texcoord3 = IN.customPack1.zw;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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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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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=16200
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2567;32;2546;1397;1301.015;588.327;1.3;True;False
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Node;AmplifyShaderEditor.ViewDirInputsCoordNode;41;-340.9191,-924.5035;Float;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SamplerNode;42;-340.9191,-1196.504;Float;True;Global;Normals;Normals;5;0;Create;True;0;0;False;0;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.NormalizeNode;43;-118.222,-927.6034;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DotProductOpNode;44;73.47791,-1006.004;Float;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;45;248.6774,-1030.504;Float;False;1;0;FLOAT;1.23;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;47;321.0787,-872.8041;Float;False;Property;_RimPower;RimPower;4;0;Create;True;0;0;False;0;2;3.01;0;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;46;417.6804,-988.2048;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;49;604.2787,-785.0047;Float;False;Property;_RimColor;RimColor;1;0;Create;True;0;0;False;0;0,0,0,0;0.1614143,0.1380298,0.8161765,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.PowerNode;48;610.4781,-964.8038;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;29;73.40263,648.8723;Float;False;Property;_EmissiveColor;Emissive Color;9;0;Create;True;0;0;False;0;0.4926471,0.4926471,0.4926471,0;1,1,1,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;27;70.88784,431.2822;Float;True;Property;_Emissive;Emissive;8;0;Create;True;0;0;False;0;84508b93f15f2b64386ec07486afc7a3;7a170cdb7cc88024cb628cfcdbb6705c;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;22;53.67255,340.2063;Float;False;Property;_DetailAmount;DetailAmount;3;0;Create;True;0;0;False;0;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;19;45.94752,129.7363;Float;True;Property;_Detail;Detail;2;0;Create;True;0;0;False;0;84508b93f15f2b64386ec07486afc7a3;1e98a8c6cf7c7614e9cc8a41b88160a4;True;2;False;white;Auto;False;Object;-1;Derivative;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;50;852.8785,-949.6043;Float;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode;36;57.09566,-356.5158;Float;False;Property;_Spec;Spec;6;0;Create;True;0;0;False;0;0,0,0,0;1,1,1,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;40;46.51579,-176.7621;Float;False;Property;_Smoothness;Smoothness;7;0;Create;True;0;0;False;0;0;0.499;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1047.167,-598.0992;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/SpaceShip_Rim;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;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;43;0;41;0
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WireConnection;46;0;45;0
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WireConnection;48;0;46;0
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WireConnection;48;1;47;0
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WireConnection;50;0;48;0
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WireConnection;50;1;49;0
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WireConnection;33;0;53;0
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WireConnection;33;2;22;0
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ASEEND*/
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//CHKSM=208F40AC8B052F2F1E62AE98A4766C537E1CC5CB |