KYJxierang/Assets/PolygonSciFiWorlds/Shaders/SyntyStudios_NoFogUnlit.shader
2024-12-23 06:02:30 +08:00

200 lines
11 KiB
Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/NoFogUnlit"
{
Properties
{
_Planet_Texture("Planet_Texture", 2D) = "white" {}
_Rim_Texture("Rim_Texture", 2D) = "white" {}
_Glow_Texture("Glow_Texture", 2D) = "white" {}
_Planet_Tint("Planet_Tint", Color) = (1,0.821501,0.5955882,0)
_Planet_Light("Planet_Light", Range( 0 , 10)) = 1
_Rim_Intensity("Rim_Intensity", Range( 0 , 10)) = 1
_Glow_Tint("Glow_Tint", Color) = (1,0,0,0)
_Glow_Intensity("Glow_Intensity", Range( 0 , 10)) = 1
[Toggle(_SOFT_BLEND_SWITCH_ON)] _Soft_Blend_Switch("Soft_Blend_Switch", Float) = 0
_Opacity("Opacity", Range( 0 , 1)) = 0
[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 _SOFT_BLEND_SWITCH_ON
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Rim_Texture;
uniform float4 _Rim_Texture_ST;
uniform float _Rim_Intensity;
uniform sampler2D _Planet_Texture;
uniform float4 _Planet_Texture_ST;
uniform float4 _Planet_Tint;
uniform float _Planet_Light;
uniform float4 _Glow_Tint;
uniform float _Glow_Intensity;
uniform sampler2D _Glow_Texture;
uniform float4 _Glow_Texture_ST;
uniform float _Opacity;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Rim_Texture = i.uv_texcoord * _Rim_Texture_ST.xy + _Rim_Texture_ST.zw;
float4 tex2DNode11 = tex2D( _Rim_Texture, uv_Rim_Texture );
float4 lerpResult16 = lerp( float4( 0,0,0,0 ) , ( tex2DNode11 * _Rim_Intensity ) , tex2DNode11);
float2 uv_Planet_Texture = i.uv_texcoord * _Planet_Texture_ST.xy + _Planet_Texture_ST.zw;
float4 tex2DNode2 = tex2D( _Planet_Texture, uv_Planet_Texture );
float2 uv_Glow_Texture = i.uv_texcoord * _Glow_Texture_ST.xy + _Glow_Texture_ST.zw;
float4 lerpResult8 = lerp( ( tex2DNode2 * ( _Planet_Tint * _Planet_Light ) ) , ( _Glow_Tint * _Glow_Intensity ) , tex2D( _Glow_Texture, uv_Glow_Texture ));
o.Emission = ( lerpResult16 + lerpResult8 ).rgb;
float lerpResult27 = lerp( 0.0 , i.uv_texcoord.y , tex2DNode2.a);
float lerpResult33 = lerp( (float)0 , lerpResult27 , _Opacity);
#ifdef _SOFT_BLEND_SWITCH_ON
float staticSwitch37 = lerpResult33;
#else
float staticSwitch37 = tex2DNode2.a;
#endif
o.Alpha = staticSwitch37;
}
ENDCG
CGPROGRAM
#pragma surface surf Unlit alpha:fade keepalpha fullforwardshadows exclude_path:deferred nofog
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;
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;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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 ) );
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"
CustomEditor "ASEMaterialInspector"
}
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