TransparentWeaponShader.shader 9.8 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "HQ FPS Weapons/Transparent Weapon"
  4. {
  5. Properties
  6. {
  7. _ColorTint("Color Tint", Color) = (1,1,1,1)
  8. _ColorOpacity("Color&Opacity", 2D) = "white" {}
  9. [Normal]_NormalMap("Normal Map", 2D) = "bump" {}
  10. _MaskMap("Mask Map", 2D) = "white" {}
  11. _SmoothnessIntensity("Smoothness Intensity", Range( 0 , 1)) = 1
  12. _Emmision("Emmision", 2D) = "black" {}
  13. [HDR]_EmmisionMultiplier("Emmision Multiplier", Color) = (0,0,0,1)
  14. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  15. [HideInInspector] __dirty( "", Int ) = 1
  16. }
  17. SubShader
  18. {
  19. Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
  20. Cull Back
  21. CGINCLUDE
  22. #include "UnityPBSLighting.cginc"
  23. #include "Lighting.cginc"
  24. #pragma target 3.0
  25. struct Input
  26. {
  27. float2 uv_texcoord;
  28. };
  29. uniform sampler2D _NormalMap;
  30. uniform float4 _NormalMap_ST;
  31. uniform sampler2D _ColorOpacity;
  32. uniform float4 _ColorOpacity_ST;
  33. uniform float4 _ColorTint;
  34. uniform sampler2D _Emmision;
  35. uniform float4 _Emmision_ST;
  36. uniform float4 _EmmisionMultiplier;
  37. uniform sampler2D _MaskMap;
  38. uniform float4 _MaskMap_ST;
  39. uniform float _SmoothnessIntensity;
  40. void surf( Input i , inout SurfaceOutputStandard o )
  41. {
  42. float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
  43. o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
  44. float2 uv_ColorOpacity = i.uv_texcoord * _ColorOpacity_ST.xy + _ColorOpacity_ST.zw;
  45. float4 tex2DNode1 = tex2D( _ColorOpacity, uv_ColorOpacity );
  46. float4 appendResult22 = (float4(tex2DNode1.r , tex2DNode1.g , tex2DNode1.b , 0.0));
  47. float4 appendResult21 = (float4(_ColorTint.r , _ColorTint.g , _ColorTint.b , 0.0));
  48. o.Albedo = ( appendResult22 * appendResult21 ).xyz;
  49. float2 uv_Emmision = i.uv_texcoord * _Emmision_ST.xy + _Emmision_ST.zw;
  50. o.Emission = ( tex2D( _Emmision, uv_Emmision ) * _EmmisionMultiplier ).rgb;
  51. float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
  52. float4 tex2DNode4 = tex2D( _MaskMap, uv_MaskMap );
  53. o.Metallic = saturate( tex2DNode4.r );
  54. o.Smoothness = ( saturate( tex2DNode4.a ) * _SmoothnessIntensity );
  55. o.Alpha = ( tex2DNode1.a * _ColorTint.a );
  56. }
  57. ENDCG
  58. CGPROGRAM
  59. #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
  60. ENDCG
  61. Pass
  62. {
  63. Name "ShadowCaster"
  64. Tags{ "LightMode" = "ShadowCaster" }
  65. ZWrite On
  66. CGPROGRAM
  67. #pragma vertex vert
  68. #pragma fragment frag
  69. #pragma target 3.0
  70. #pragma multi_compile_shadowcaster
  71. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  72. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  73. #include "HLSLSupport.cginc"
  74. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  75. #define CAN_SKIP_VPOS
  76. #endif
  77. #include "UnityCG.cginc"
  78. #include "Lighting.cginc"
  79. #include "UnityPBSLighting.cginc"
  80. sampler3D _DitherMaskLOD;
  81. struct v2f
  82. {
  83. V2F_SHADOW_CASTER;
  84. float2 customPack1 : TEXCOORD1;
  85. float3 worldPos : TEXCOORD2;
  86. float4 tSpace0 : TEXCOORD3;
  87. float4 tSpace1 : TEXCOORD4;
  88. float4 tSpace2 : TEXCOORD5;
  89. UNITY_VERTEX_INPUT_INSTANCE_ID
  90. };
  91. v2f vert( appdata_full v )
  92. {
  93. v2f o;
  94. UNITY_SETUP_INSTANCE_ID( v );
  95. UNITY_INITIALIZE_OUTPUT( v2f, o );
  96. UNITY_TRANSFER_INSTANCE_ID( v, o );
  97. Input customInputData;
  98. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  99. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  100. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  101. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  102. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  103. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  104. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  105. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  106. o.customPack1.xy = customInputData.uv_texcoord;
  107. o.customPack1.xy = v.texcoord;
  108. o.worldPos = worldPos;
  109. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  110. return o;
  111. }
  112. half4 frag( v2f IN
  113. #if !defined( CAN_SKIP_VPOS )
  114. , UNITY_VPOS_TYPE vpos : VPOS
  115. #endif
  116. ) : SV_Target
  117. {
  118. UNITY_SETUP_INSTANCE_ID( IN );
  119. Input surfIN;
  120. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  121. surfIN.uv_texcoord = IN.customPack1.xy;
  122. float3 worldPos = IN.worldPos;
  123. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  124. SurfaceOutputStandard o;
  125. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  126. surf( surfIN, o );
  127. #if defined( CAN_SKIP_VPOS )
  128. float2 vpos = IN.pos;
  129. #endif
  130. half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
  131. clip( alphaRef - 0.01 );
  132. SHADOW_CASTER_FRAGMENT( IN )
  133. }
  134. ENDCG
  135. }
  136. }
  137. Fallback "Diffuse"
  138. //CustomEditor "ASEMaterialInspector"
  139. }
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