// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "HQ FPS Weapons/Transparent Weapon" { Properties { _ColorTint("Color Tint", Color) = (1,1,1,1) _ColorOpacity("Color&Opacity", 2D) = "white" {} [Normal]_NormalMap("Normal Map", 2D) = "bump" {} _MaskMap("Mask Map", 2D) = "white" {} _SmoothnessIntensity("Smoothness Intensity", Range( 0 , 1)) = 1 _Emmision("Emmision", 2D) = "black" {} [HDR]_EmmisionMultiplier("Emmision Multiplier", Color) = (0,0,0,1) [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 struct Input { float2 uv_texcoord; }; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _ColorOpacity; uniform float4 _ColorOpacity_ST; uniform float4 _ColorTint; uniform sampler2D _Emmision; uniform float4 _Emmision_ST; uniform float4 _EmmisionMultiplier; uniform sampler2D _MaskMap; uniform float4 _MaskMap_ST; uniform float _SmoothnessIntensity; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); float2 uv_ColorOpacity = i.uv_texcoord * _ColorOpacity_ST.xy + _ColorOpacity_ST.zw; float4 tex2DNode1 = tex2D( _ColorOpacity, uv_ColorOpacity ); float4 appendResult22 = (float4(tex2DNode1.r , tex2DNode1.g , tex2DNode1.b , 0.0)); float4 appendResult21 = (float4(_ColorTint.r , _ColorTint.g , _ColorTint.b , 0.0)); o.Albedo = ( appendResult22 * appendResult21 ).xyz; float2 uv_Emmision = i.uv_texcoord * _Emmision_ST.xy + _Emmision_ST.zw; o.Emission = ( tex2D( _Emmision, uv_Emmision ) * _EmmisionMultiplier ).rgb; float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw; float4 tex2DNode4 = tex2D( _MaskMap, uv_MaskMap ); o.Metallic = saturate( tex2DNode4.r ); o.Smoothness = ( saturate( tex2DNode4.a ) * _SmoothnessIntensity ); o.Alpha = ( tex2DNode1.a * _ColorTint.a ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows 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; float3 worldPos : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, 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; 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 ) ); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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" } /*ASEBEGIN Version=15800 0;278;1524;527;1533.149;494.5464;1.7277;True;True Node;AmplifyShaderEditor.SamplerNode;4;-991.3577,274.624;Float;True;Property;_MaskMap;Mask 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