161 lines
5.6 KiB
Plaintext
161 lines
5.6 KiB
Plaintext
|
Shader "MoreMountains/MMControlledEmission"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_TextureSample0("Texture Sample 0", 2D) = "white" {}
|
||
|
_DiffuseColor("DiffuseColor", Color) = (1,1,1,1)
|
||
|
_Opacity("Opacity", Range( 0 , 1)) = 1
|
||
|
[HDR]_EmissionColor("EmissionColor", Color) = (1,1,1,1)
|
||
|
_EmissionForce("EmissionForce", Float) = 0
|
||
|
[Toggle(_USEEMISSIONFRESNEL_ON)] _UseEmissionFresnel("UseEmissionFresnel", Float) = 0
|
||
|
_EmissionFresnelBias("EmissionFresnelBias", Float) = 1
|
||
|
_EmissionFresnelScale("EmissionFresnelScale", Float) = 1
|
||
|
_EmissionFresnelPower("EmissionFresnelPower", Float) = 1
|
||
|
[Toggle(_USEOPACITYFRESNEL_ON)] _UseOpacityFresnel("UseOpacityFresnel", Float) = 0
|
||
|
[Toggle(_INVERTOPACITYFRESNEL_ON)] _InvertOpacityFresnel("InvertOpacityFresnel", Float) = 0
|
||
|
_OpacityFresnelBias("OpacityFresnelBias", Float) = 1
|
||
|
_OpacityFresnelScale("OpacityFresnelScale", Float) = 1
|
||
|
_OpacityFresnelPower("OpacityFresnelPower", 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
|
||
|
#pragma shader_feature_local _USEEMISSIONFRESNEL_ON
|
||
|
#pragma shader_feature_local _USEOPACITYFRESNEL_ON
|
||
|
#pragma shader_feature_local _INVERTOPACITYFRESNEL_ON
|
||
|
struct Input
|
||
|
{
|
||
|
float2 uv_texcoord;
|
||
|
float3 worldPos;
|
||
|
float3 worldNormal;
|
||
|
};
|
||
|
|
||
|
uniform sampler2D _TextureSample0;
|
||
|
uniform float4 _TextureSample0_ST;
|
||
|
uniform float4 _DiffuseColor;
|
||
|
uniform float _EmissionForce;
|
||
|
uniform float4 _EmissionColor;
|
||
|
uniform float _EmissionFresnelBias;
|
||
|
uniform float _EmissionFresnelScale;
|
||
|
uniform float _EmissionFresnelPower;
|
||
|
uniform float _OpacityFresnelBias;
|
||
|
uniform float _OpacityFresnelScale;
|
||
|
uniform float _OpacityFresnelPower;
|
||
|
uniform float _Opacity;
|
||
|
|
||
|
void surf( Input i , inout SurfaceOutputStandard o )
|
||
|
{
|
||
|
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
|
||
|
o.Albedo = ( tex2D( _TextureSample0, uv_TextureSample0 ) * _DiffuseColor ).rgb;
|
||
|
float3 ase_worldPos = i.worldPos;
|
||
|
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
|
||
|
float3 ase_worldNormal = i.worldNormal;
|
||
|
float fresnelNdotV8 = dot( ase_worldNormal, ase_worldViewDir );
|
||
|
float fresnelNode8 = ( _EmissionFresnelBias + _EmissionFresnelScale * pow( 1.0 - fresnelNdotV8, _EmissionFresnelPower ) );
|
||
|
#ifdef _USEEMISSIONFRESNEL_ON
|
||
|
float staticSwitch22 = fresnelNode8;
|
||
|
#else
|
||
|
float staticSwitch22 = 1.0;
|
||
|
#endif
|
||
|
o.Emission = ( _EmissionForce * _EmissionColor * staticSwitch22 ).rgb;
|
||
|
float fresnelNdotV26 = dot( ase_worldNormal, ase_worldViewDir );
|
||
|
float fresnelNode26 = ( _OpacityFresnelBias + _OpacityFresnelScale * pow( 1.0 - fresnelNdotV26, _OpacityFresnelPower ) );
|
||
|
#ifdef _INVERTOPACITYFRESNEL_ON
|
||
|
float staticSwitch31 = ( 1.0 - fresnelNode26 );
|
||
|
#else
|
||
|
float staticSwitch31 = fresnelNode26;
|
||
|
#endif
|
||
|
#ifdef _USEOPACITYFRESNEL_ON
|
||
|
float staticSwitch27 = staticSwitch31;
|
||
|
#else
|
||
|
float staticSwitch27 = 1.0;
|
||
|
#endif
|
||
|
o.Alpha = ( staticSwitch27 * _Opacity * _DiffuseColor.a );
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
CGPROGRAM
|
||
|
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
|
||
|
|
||
|
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;
|
||
|
float3 worldPos : TEXCOORD2;
|
||
|
float3 worldNormal : TEXCOORD3;
|
||
|
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 )
|
||
|
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;
|
||
|
SurfaceOutputStandard o;
|
||
|
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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"
|
||
|
}
|