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" }