206 lines
11 KiB
Plaintext
206 lines
11 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.3.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ExpSphere"
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{
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Properties
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{
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_Scale("Scale", Float) = 0
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_FresnelColor("FresnelColor", Color) = (1,1,1,0)
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_Pow("Pow", Float) = 0
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_EdgeNoise("EdgeNoise", 2D) = "white" {}
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_Sub("Sub", Float) = 0
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_InnerScale("InnerScale", Float) = 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 Off
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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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#undef TRANSFORM_TEX
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#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
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struct Input
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{
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float3 worldPos;
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float3 worldNormal;
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float4 uv_texcoord;
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half ASEIsFrontFacing : VFACE;
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float4 vertexColor : COLOR;
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};
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uniform float _InnerScale;
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uniform float4 _FresnelColor;
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uniform sampler2D _EdgeNoise;
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uniform float4 _EdgeNoise_ST;
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uniform float _Sub;
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uniform float _Scale;
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uniform float _Pow;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNdotV26 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode26 = ( 0.0 + _InnerScale * pow( 1.0 - fresnelNdotV26, i.uv_texcoord.z ) );
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float switchResult30 = (((i.ASEIsFrontFacing>0)?(fresnelNode26):(0.0)));
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float4 temp_output_33_0 = ( switchResult30 * i.vertexColor );
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float2 uv_EdgeNoise = i.uv_texcoord * _EdgeNoise_ST.xy + _EdgeNoise_ST.zw;
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float4 temp_cast_0 = (_Sub).xxxx;
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float4 clampResult17 = clamp( ( tex2D( _EdgeNoise, uv_EdgeNoise ) - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode1 = ( 0.0 + _Scale * pow( 1.0 - fresnelNdotV1, _Pow ) );
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float switchResult10 = (((i.ASEIsFrontFacing>0)?(fresnelNode1):(0.0)));
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float4 temp_output_5_0 = ( clampResult17 * switchResult10 );
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float4 lerpResult51 = lerp( temp_output_33_0 , ( _FresnelColor * temp_output_5_0 ) , temp_output_5_0.g);
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o.Emission = lerpResult51.rgb;
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o.Alpha = switchResult30;
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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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float4 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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half4 color : COLOR0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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_INITIALIZE_VERTEX_OUTPUT_STEREO( 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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o.worldNormal = worldNormal;
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o.customPack1.xyzw = customInputData.uv_texcoord;
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o.customPack1.xyzw = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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o.color = v.color;
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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.xyzw;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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surfIN.vertexColor = IN.color;
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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=19302
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Node;AmplifyShaderEditor.CommentaryNode;45;-835.8222,-15.05005;Inherit;False;1227.023;378.6903;Comment;5;5;10;1;4;3;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;46;-792.9548,374.4124;Inherit;False;859.1293;566.7819;Comment;4;30;26;49;28;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;3;-785.8222,159.4842;Inherit;False;Property;_Scale;Scale;0;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;4;-773.3353,242.7297;Inherit;False;Property;_Pow;Pow;2;0;Create;True;0;0;0;False;0;False;0;1.07;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;12;-775.4518,-339.2635;Inherit;True;Property;_EdgeNoise;EdgeNoise;3;0;Create;True;0;0;0;False;0;False;-1;None;4e3951c538fc8a647a4a10a99b480987;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;16;-711.3019,-459.879;Inherit;False;Property;_Sub;Sub;4;0;Create;True;0;0;0;False;0;False;0;0.25;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-753.6583,447.5388;Inherit;False;Property;_InnerScale;InnerScale;5;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;49;-767.2659,642.6408;Inherit;True;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.FresnelNode;1;-560.2678,34.94995;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;15;-448.2939,-390.6045;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SwitchByFaceNode;10;-315.732,128.524;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;17;-202.5191,-358.9041;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.FresnelNode;26;-542.9048,527.7903;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-73.84079,41.14369;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SwitchByFaceNode;30;-246.1274,456.1209;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;43;-263.7462,1096.603;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;2;42.53061,-369.5524;Inherit;False;Property;_FresnelColor;FresnelColor;1;0;Create;True;0;0;0;False;0;False;1,1,1,0;0.1843137,0.4943919,0.9529412,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;33;159.8916,899.5277;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;356.7278,-348.7027;Inherit;True;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.BreakToComponentsNode;53;227.5381,74.70203;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;47;1165.369,1123.593;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ClampOpNode;42;1412.391,871.4437;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1781.128,209.0454;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;ExpSphere;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Off;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;17;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;16;FLOAT4;0,0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;1;2;3;0
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WireConnection;1;3;4;0
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WireConnection;15;0;12;0
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WireConnection;15;1;16;0
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WireConnection;10;0;1;0
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WireConnection;17;0;15;0
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WireConnection;26;2;28;0
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WireConnection;26;3;49;3
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WireConnection;5;0;17;0
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WireConnection;5;1;10;0
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WireConnection;30;0;26;0
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WireConnection;33;0;30;0
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WireConnection;33;1;43;0
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WireConnection;22;0;2;0
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WireConnection;22;1;5;0
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WireConnection;53;0;5;0
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WireConnection;44;0;33;0
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WireConnection;51;0;33;0
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WireConnection;51;1;22;0
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WireConnection;51;2;53;1
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WireConnection;41;0;5;0
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WireConnection;41;1;30;0
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WireConnection;47;0;30;0
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WireConnection;47;1;41;0
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WireConnection;42;0;47;0
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WireConnection;0;2;51;0
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WireConnection;0;9;30;0
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ASEEND*/
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//CHKSM=3FC1EECB8E7BE75BBB6AE907331D61217899E0FE |