189 lines
9.8 KiB
Plaintext
189 lines
9.8 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 "HQ FPS Weapons/Transparent Weapon"
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{
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Properties
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{
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_ColorTint("Color Tint", Color) = (1,1,1,1)
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_ColorOpacity("Color&Opacity", 2D) = "white" {}
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[Normal]_NormalMap("Normal Map", 2D) = "bump" {}
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_MaskMap("Mask Map", 2D) = "white" {}
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_SmoothnessIntensity("Smoothness Intensity", Range( 0 , 1)) = 1
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_Emmision("Emmision", 2D) = "black" {}
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[HDR]_EmmisionMultiplier("Emmision Multiplier", Color) = (0,0,0,1)
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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" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "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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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform sampler2D _ColorOpacity;
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uniform float4 _ColorOpacity_ST;
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uniform float4 _ColorTint;
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uniform sampler2D _Emmision;
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uniform float4 _Emmision_ST;
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uniform float4 _EmmisionMultiplier;
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uniform sampler2D _MaskMap;
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uniform float4 _MaskMap_ST;
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uniform float _SmoothnessIntensity;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
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o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
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float2 uv_ColorOpacity = i.uv_texcoord * _ColorOpacity_ST.xy + _ColorOpacity_ST.zw;
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float4 tex2DNode1 = tex2D( _ColorOpacity, uv_ColorOpacity );
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float4 appendResult22 = (float4(tex2DNode1.r , tex2DNode1.g , tex2DNode1.b , 0.0));
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float4 appendResult21 = (float4(_ColorTint.r , _ColorTint.g , _ColorTint.b , 0.0));
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o.Albedo = ( appendResult22 * appendResult21 ).xyz;
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float2 uv_Emmision = i.uv_texcoord * _Emmision_ST.xy + _Emmision_ST.zw;
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o.Emission = ( tex2D( _Emmision, uv_Emmision ) * _EmmisionMultiplier ).rgb;
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float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
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float4 tex2DNode4 = tex2D( _MaskMap, uv_MaskMap );
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o.Metallic = saturate( tex2DNode4.r );
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o.Smoothness = ( saturate( tex2DNode4.a ) * _SmoothnessIntensity );
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o.Alpha = ( tex2DNode1.a * _ColorTint.a );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade 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_GLES || 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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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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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.worldPos = worldPos;
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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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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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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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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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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=15800
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0;278;1524;527;1533.149;494.5464;1.7277;True;True
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Node;AmplifyShaderEditor.SamplerNode;4;-991.3577,274.624;Float;True;Property;_MaskMap;Mask Map;3;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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;10;-905.2424,560.5341;Float;False;Property;_SmoothnessIntensity;Smoothness Intensity;4;0;Create;True;0;0;False;0;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;17;-675.6844,466.8331;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;1;-760.7043,-389.0815;Float;True;Property;_ColorOpacity;Color&Opacity;1;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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.ColorNode;18;-742.0956,-173.2776;Float;False;Property;_ColorTint;Color Tint;0;0;Create;True;0;0;False;0;1,1,1,1;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;24;-443.9261,-582.1348;Float;False;Property;_EmmisionMultiplier;Emmision Multiplier;6;1;[HDR];Create;True;0;0;False;0;0,0,0,1;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-545.4167,545.5414;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;23;-485.2394,-778.3895;Float;True;Property;_Emmision;Emmision;5;0;Create;True;0;0;False;0;None;None;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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.DynamicAppendNode;21;-515.3525,-174.6187;Float;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.DynamicAppendNode;22;-412.2137,-366.1702;Float;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;25;-131.0905,-549.9572;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;20;-205.2137,-241.1702;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.WireNode;12;-187.9608,468.4161;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SaturateNode;16;-438.0961,209.5107;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;3;-548.1431,11.25476;Float;True;Property;_NormalMap;Normal Map;2;1;[Normal];Create;True;0;0;False;0;None;None;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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.SimpleMultiplyOpNode;19;-257.2137,-100.1702;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-19.05083,-112.8395;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;HQ Modern FPS Weapons/Transparent Weapon;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;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;2;5;False;-1;10;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;17;0;4;4
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WireConnection;11;0;17;0
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WireConnection;11;1;10;0
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WireConnection;21;0;18;1
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WireConnection;21;1;18;2
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WireConnection;21;2;18;3
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WireConnection;22;0;1;1
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WireConnection;22;1;1;2
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WireConnection;22;2;1;3
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WireConnection;25;0;23;0
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WireConnection;25;1;24;0
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WireConnection;20;0;22;0
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WireConnection;20;1;21;0
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WireConnection;12;0;11;0
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WireConnection;16;0;4;1
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WireConnection;19;0;1;4
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WireConnection;19;1;18;4
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WireConnection;0;0;20;0
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WireConnection;0;1;3;0
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WireConnection;0;2;25;0
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WireConnection;0;3;16;0
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WireConnection;0;4;12;0
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WireConnection;0;9;19;0
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ASEEND*/
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//CHKSM=768B37C2A2B6DFE8FB676095E9DC8024FBBD0BB2 |