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- // 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
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- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;19;-257.2137,-100.1702;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-19.05083,-112.8395;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;HQ Modern FPS Weapons/Transparent Weapon;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;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;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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- ASEEND*/
- //CHKSM=768B37C2A2B6DFE8FB676095E9DC8024FBBD0BB2
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