157 lines
7.4 KiB
Plaintext
157 lines
7.4 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 "Circle"
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{
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Properties
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{
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_TextureSample0("Texture Sample 0", 2D) = "white" {}
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_ScaleUV("ScaleUV", Range( -1 , 1)) = 0
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_TextureSample1("Texture Sample 1", 2D) = "white" {}
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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 _TextureSample0;
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uniform float _ScaleUV;
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uniform sampler2D _TextureSample1;
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uniform float4 _TextureSample1_ST;
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float2 ASESafeNormalize(float2 inVec)
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{
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float dp3 = max(1.175494351e-38, dot(inVec, inVec));
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return inVec* rsqrt(dp3);
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 temp_cast_0 = (0.5).xx;
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float2 normalizeResult12 = ASESafeNormalize( ( i.uv_texcoord - temp_cast_0 ) );
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float2 clampResult16 = clamp( ( ( _ScaleUV * normalizeResult12 ) + i.uv_texcoord ) , float2( 0,0 ) , float2( 1,1 ) );
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float4 tex2DNode2 = tex2D( _TextureSample0, clampResult16 );
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o.Emission = tex2DNode2.rgb;
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float2 uv_TextureSample1 = i.uv_texcoord * _TextureSample1_ST.xy + _TextureSample1_ST.zw;
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o.Alpha = ( tex2DNode2.a * tex2D( _TextureSample1, uv_TextureSample1 ).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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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.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=19302
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Node;AmplifyShaderEditor.TextureCoordinatesNode;3;-1151.554,60.11714;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;5;-1159.385,209.2955;Inherit;False;Constant;_Float0;Float 0;1;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;4;-887.8567,123.6783;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.NormalizeNode;12;-667.2484,103.6899;Inherit;False;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-949.4094,-92.58674;Inherit;False;Property;_ScaleUV;ScaleUV;1;0;Create;True;0;0;0;False;0;False;0;0;-1;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;13;-577.8527,-82.41675;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;10;-569.5618,-330.7091;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;11;-152.4689,-234.5762;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ClampOpNode;16;46.67834,-203.0212;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;1,1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;2;53.74615,-45.42908;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;None;None;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.SamplerNode;14;14.59283,223.8083;Inherit;True;Property;_TextureSample1;Texture Sample 1;2;0;Create;True;0;0;0;False;0;False;-1;None;None;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.SimpleMultiplyOpNode;15;382.4243,152.9958;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;690.9335,-110.7786;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Circle;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;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;4;0;3;0
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WireConnection;4;1;5;0
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WireConnection;12;0;4;0
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WireConnection;13;0;9;0
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WireConnection;13;1;12;0
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WireConnection;11;0;13;0
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WireConnection;11;1;10;0
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WireConnection;16;0;11;0
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WireConnection;2;1;16;0
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WireConnection;15;0;2;4
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WireConnection;15;1;14;4
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WireConnection;0;2;2;0
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WireConnection;0;9;15;0
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ASEEND*/
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//CHKSM=E0141B8838A07E33E54C07A7967F6D2810EE15BC |