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CrowdControl/Assets/Feel/MMTools/Tools/MMShaders/MMControlledEmission.shader

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1 month ago
Shader "MoreMountains/MMControlledEmission"
{
Properties
{
_TextureSample0("Texture Sample 0", 2D) = "white" {}
_DiffuseColor("DiffuseColor", Color) = (1,1,1,1)
_Opacity("Opacity", Range( 0 , 1)) = 1
[HDR]_EmissionColor("EmissionColor", Color) = (1,1,1,1)
_EmissionForce("EmissionForce", Float) = 0
[Toggle(_USEEMISSIONFRESNEL_ON)] _UseEmissionFresnel("UseEmissionFresnel", Float) = 0
_EmissionFresnelBias("EmissionFresnelBias", Float) = 1
_EmissionFresnelScale("EmissionFresnelScale", Float) = 1
_EmissionFresnelPower("EmissionFresnelPower", Float) = 1
[Toggle(_USEOPACITYFRESNEL_ON)] _UseOpacityFresnel("UseOpacityFresnel", Float) = 0
[Toggle(_INVERTOPACITYFRESNEL_ON)] _InvertOpacityFresnel("InvertOpacityFresnel", Float) = 0
_OpacityFresnelBias("OpacityFresnelBias", Float) = 1
_OpacityFresnelScale("OpacityFresnelScale", Float) = 1
_OpacityFresnelPower("OpacityFresnelPower", Float) = 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
#pragma shader_feature_local _USEEMISSIONFRESNEL_ON
#pragma shader_feature_local _USEOPACITYFRESNEL_ON
#pragma shader_feature_local _INVERTOPACITYFRESNEL_ON
struct Input
{
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
};
uniform sampler2D _TextureSample0;
uniform float4 _TextureSample0_ST;
uniform float4 _DiffuseColor;
uniform float _EmissionForce;
uniform float4 _EmissionColor;
uniform float _EmissionFresnelBias;
uniform float _EmissionFresnelScale;
uniform float _EmissionFresnelPower;
uniform float _OpacityFresnelBias;
uniform float _OpacityFresnelScale;
uniform float _OpacityFresnelPower;
uniform float _Opacity;
void surf(Input i, inout SurfaceOutputStandard o)
{
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
o.Albedo = (tex2D(_TextureSample0, uv_TextureSample0) * _DiffuseColor).rgb;
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize(UnityWorldSpaceViewDir(ase_worldPos));
float3 ase_worldNormal = i.worldNormal;
float fresnelNdotV8 = dot(ase_worldNormal, ase_worldViewDir);
float fresnelNode8 = (_EmissionFresnelBias + _EmissionFresnelScale * pow(
1.0 - fresnelNdotV8, _EmissionFresnelPower));
#ifdef _USEEMISSIONFRESNEL_ON
float staticSwitch22 = fresnelNode8;
#else
float staticSwitch22 = 1.0;
#endif
o.Emission = (_EmissionForce * _EmissionColor * staticSwitch22).rgb;
float fresnelNdotV26 = dot(ase_worldNormal, ase_worldViewDir);
float fresnelNode26 = (_OpacityFresnelBias + _OpacityFresnelScale * pow(
1.0 - fresnelNdotV26, _OpacityFresnelPower));
#ifdef _INVERTOPACITYFRESNEL_ON
float staticSwitch31 = (1.0 - fresnelNode26);
#else
float staticSwitch31 = fresnelNode26;
#endif
#ifdef _USEOPACITYFRESNEL_ON
float staticSwitch27 = staticSwitch31;
#else
float staticSwitch27 = 1.0;
#endif
o.Alpha = (staticSwitch27 * _Opacity * _DiffuseColor.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;
float3 worldNormal : TEXCOORD3;
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);
o.worldNormal = worldNormal;
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));
surfIN.worldPos = worldPos;
surfIN.worldNormal = IN.worldNormal;
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"
}