123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111 |
- // Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
- Shader "Custom/Dissolve" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- [HDR]_Emission ("Emission", Color) = (0,0,0,0)
- _MainTex ("Albedo", 2D) = "white" {}
- _Normal ("Normal", 2D) = "bump" {}
- _MetallicSmooth ("Metallic (RGB) Smooth (A)", 2D) = "white" {}
- _AO ("AO", 2D) = "white" {}
- [HDR]_EdgeColor1 ("Edge Color", Color) = (1,1,1,1)
- _Noise ("Noise", 2D) = "white" {}
- [Toggle] _Use_Gradient ("Use Gradient?", Float) = 1
- _Gradient ("Gradient", 2D) = "white" {}
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- [PerRendererData]_Cutoff ("Cutoff", Range(0,1)) = 0.0
- _EdgeSize ("EdgeSize", Range(0,1)) = 0.2
- _NoiseStrength ("Noise Strength", Range(0,1)) = 0.4
- _DisplaceAmount ("Displace Amount", Float) = 1.5
- _cutoff ("cutoff", Range(0,1)) = 0.0
-
- }
- SubShader {
- Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
- Cull Off
- LOD 200
-
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- #pragma multi_compile __ _USE_GRADIENT_ON
- sampler2D _MainTex;
- sampler2D _Noise;
- sampler2D _Gradient;
- sampler2D _Normal;
- sampler2D _MetallicSmooth;
- sampler2D _AO;
- struct Input {
- float2 uv_Noise;
- float2 uv_MainTex;
- fixed4 color : COLOR0;
- float3 worldPos;
- };
- half _Glossiness, _Metallic, _Cutoff, _EdgeSize, _NoiseStrength, _DisplaceAmount;
- half _cutoff;
- half4 _Color, _EdgeColor1, _Emission;
- void vert (inout appdata_full v, out Input o) {
- UNITY_INITIALIZE_OUTPUT(Input,o);
- float3 pos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
- //pos.x += _cutoff*5;
- float4 tex = tex2Dlod(_Noise, float4(pos, 0)*0.5);
-
- float4 Gradient = tex2Dlod (_Gradient, float4(v.texcoord.xy,0,0));
- float mask = smoothstep(_Cutoff, _Cutoff - 0.3, 1-Gradient);
-
- float displacementAmount = lerp(0, _DisplaceAmount, _cutoff);
- //v.vertex.xyz += mul((float3x3)unity_WorldToObject, float3(0, vertexOffset, 0));
- //v.vertex.xyz = lerp(v.vertex.xyz , float3(0,0,0), clamp(_cutoff * (tex.r+0.1) * displacementAmount, 0, 1));
- }
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf (Input IN, inout SurfaceOutputStandard o) {
- half3 Noise = tex2D (_Noise, IN.uv_Noise);
- Noise.r = lerp(0, 1, Noise.r);
- half4 MetallicSmooth = tex2D (_MetallicSmooth, IN.uv_MainTex);
- _cutoff = lerp(0, _cutoff + _EdgeSize, _cutoff);
- #if _USE_GRADIENT_ON
- half3 Gradient = tex2D (_Gradient, IN.uv_MainTex);
- half Edge = smoothstep(_Cutoff, _Cutoff - _EdgeSize, 1-(Gradient + Noise.r*(1-Gradient)*_NoiseStrength));
- #else
- half Edge = smoothstep(_cutoff + _EdgeSize, _cutoff, clamp(Noise.r, _EdgeSize, 1));
- #endif
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
- fixed3 EmissiveCol = c.a * _Emission;
- o.Albedo = _Color;
- o.Occlusion = tex2D (_AO, IN.uv_MainTex);
- o.Emission = EmissiveCol + _EdgeColor1 * Edge;
- o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex));
- o.Metallic = MetallicSmooth.r * _Metallic;
- o.Smoothness = MetallicSmooth.a * _Glossiness;
- clip(Noise - _cutoff);
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
|