Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master
41 files added
3 files modified
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| | |
| | | // Made with Amplify Shader Editor |
| | | // Available at the Unity Asset Store - http://u3d.as/y3X |
| | | Shader "EffectShader/Effectshader_ice" |
| | | { |
| | | Properties |
| | | { |
| | | _MainTex("MainTex", 2D) = "white" {} |
| | | [Normal]_NormalTex("NormalTex", 2D) = "bump" {} |
| | | _Shine("Shine", Float) = 1.2 |
| | | _Fresnel("Fresnel", Float) = -0.51 |
| | | _Power("Power", Float) = -0.51 |
| | | _Mask("Mask", 2D) = "white" {} |
| | | [HDR]_Color0("Color 0", Color) = (0.5529412,0.8117648,1,1) |
| | | [HideInInspector] _texcoord( "", 2D ) = "white" {} |
| | | [HideInInspector] __dirty( "", Int ) = 1 |
| | | } |
| | | |
| | | SubShader |
| | | { |
| | | Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } |
| | | Cull Off |
| | | CGINCLUDE |
| | | #include "UnityPBSLighting.cginc" |
| | | #include "Lighting.cginc" |
| | | #pragma target 3.0 |
| | | #ifdef UNITY_PASS_SHADOWCASTER |
| | | #undef INTERNAL_DATA |
| | | #undef WorldReflectionVector |
| | | #undef WorldNormalVector |
| | | #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; |
| | | #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) |
| | | #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) |
| | | #endif |
| | | struct Input |
| | | { |
| | | float2 uv_texcoord; |
| | | float3 worldPos; |
| | | float3 worldNormal; |
| | | INTERNAL_DATA |
| | | }; |
| | | |
| | | uniform sampler2D _NormalTex; |
| | | uniform float4 _NormalTex_ST; |
| | | uniform float4 _Color0; |
| | | uniform sampler2D _MainTex; |
| | | uniform float4 _MainTex_ST; |
| | | uniform float _Fresnel; |
| | | uniform sampler2D _Mask; |
| | | uniform float4 _Mask_ST; |
| | | uniform float _Power; |
| | | uniform float _Shine; |
| | | |
| | | void surf( Input i , inout SurfaceOutputStandardSpecular o ) |
| | | { |
| | | float2 uv0_NormalTex = i.uv_texcoord * _NormalTex_ST.xy + _NormalTex_ST.zw; |
| | | o.Normal = UnpackNormal( tex2D( _NormalTex, uv0_NormalTex ) ); |
| | | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; |
| | | float4 tex2DNode38 = tex2D( _MainTex, uv_MainTex ); |
| | | float3 ase_worldPos = i.worldPos; |
| | | float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); |
| | | float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); |
| | | float fresnelNdotV52 = dot( ase_worldNormal, ase_worldViewDir ); |
| | | float fresnelNode52 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV52, _Fresnel ) ); |
| | | float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; |
| | | float temp_output_54_0 = ( tex2DNode38.r * fresnelNode52 * tex2D( _Mask, uv_Mask ).r ); |
| | | float fresnelNdotV63 = dot( ase_worldNormal, ase_worldViewDir ); |
| | | float fresnelNode63 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV63, _Power ) ); |
| | | o.Emission = ( _Color0 * ( ( tex2DNode38 * temp_output_54_0 ) + ( fresnelNode63 * tex2DNode38.r ) ) ).rgb; |
| | | float3 temp_cast_1 = (_Shine).xxx; |
| | | o.Specular = temp_cast_1; |
| | | o.Alpha = temp_output_54_0; |
| | | } |
| | | |
| | | ENDCG |
| | | CGPROGRAM |
| | | #pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows exclude_path:deferred |
| | | |
| | | 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; |
| | | float4 tSpace0 : TEXCOORD2; |
| | | float4 tSpace1 : TEXCOORD3; |
| | | float4 tSpace2 : TEXCOORD4; |
| | | 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 ); |
| | | half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); |
| | | half tangentSign = v.tangent.w * unity_WorldTransformParams.w; |
| | | half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; |
| | | o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); |
| | | o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); |
| | | o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); |
| | | o.customPack1.xy = customInputData.uv_texcoord; |
| | | o.customPack1.xy = v.texcoord; |
| | | 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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); |
| | | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); |
| | | surfIN.worldPos = worldPos; |
| | | surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); |
| | | surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; |
| | | surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; |
| | | surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; |
| | | SurfaceOutputStandardSpecular o; |
| | | UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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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