| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189 | // 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"}/*ASEBEGINVersion=158000;278;1524;527;1533.149;494.5464;1.7277;True;TrueNode;AmplifyShaderEditor.SamplerNode;4;-991.3577,274.624;Float;True;Property;_MaskMap;Mask Map;3;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4Node;AmplifyShaderEditor.RangedFloatNode;10;-905.2424,560.5341;Float;False;Property;_SmoothnessIntensity;Smoothness 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