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170 lines
6.7 KiB
Plaintext
170 lines
6.7 KiB
Plaintext
3 months ago
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Shader "MoreMountains/MMControlledEmission"
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{
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Properties
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{
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_TextureSample0("Texture Sample 0", 2D) = "white" {}
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_DiffuseColor("DiffuseColor", Color) = (1,1,1,1)
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_Opacity("Opacity", Range( 0 , 1)) = 1
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[HDR]_EmissionColor("EmissionColor", Color) = (1,1,1,1)
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_EmissionForce("EmissionForce", Float) = 0
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[Toggle(_USEEMISSIONFRESNEL_ON)] _UseEmissionFresnel("UseEmissionFresnel", Float) = 0
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_EmissionFresnelBias("EmissionFresnelBias", Float) = 1
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_EmissionFresnelScale("EmissionFresnelScale", Float) = 1
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_EmissionFresnelPower("EmissionFresnelPower", Float) = 1
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[Toggle(_USEOPACITYFRESNEL_ON)] _UseOpacityFresnel("UseOpacityFresnel", Float) = 0
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[Toggle(_INVERTOPACITYFRESNEL_ON)] _InvertOpacityFresnel("InvertOpacityFresnel", Float) = 0
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_OpacityFresnelBias("OpacityFresnelBias", Float) = 1
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_OpacityFresnelScale("OpacityFresnelScale", Float) = 1
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_OpacityFresnelPower("OpacityFresnelPower", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"
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}
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma shader_feature_local _USEEMISSIONFRESNEL_ON
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#pragma shader_feature_local _USEOPACITYFRESNEL_ON
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#pragma shader_feature_local _INVERTOPACITYFRESNEL_ON
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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};
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uniform sampler2D _TextureSample0;
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uniform float4 _TextureSample0_ST;
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uniform float4 _DiffuseColor;
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uniform float _EmissionForce;
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uniform float4 _EmissionColor;
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uniform float _EmissionFresnelBias;
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uniform float _EmissionFresnelScale;
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uniform float _EmissionFresnelPower;
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uniform float _OpacityFresnelBias;
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uniform float _OpacityFresnelScale;
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uniform float _OpacityFresnelPower;
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uniform float _Opacity;
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void surf(Input i, inout SurfaceOutputStandard o)
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{
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float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
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o.Albedo = (tex2D(_TextureSample0, uv_TextureSample0) * _DiffuseColor).rgb;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize(UnityWorldSpaceViewDir(ase_worldPos));
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNdotV8 = dot(ase_worldNormal, ase_worldViewDir);
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float fresnelNode8 = (_EmissionFresnelBias + _EmissionFresnelScale * pow(
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1.0 - fresnelNdotV8, _EmissionFresnelPower));
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#ifdef _USEEMISSIONFRESNEL_ON
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float staticSwitch22 = fresnelNode8;
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#else
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float staticSwitch22 = 1.0;
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#endif
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o.Emission = (_EmissionForce * _EmissionColor * staticSwitch22).rgb;
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float fresnelNdotV26 = dot(ase_worldNormal, ase_worldViewDir);
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float fresnelNode26 = (_OpacityFresnelBias + _OpacityFresnelScale * pow(
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1.0 - fresnelNdotV26, _OpacityFresnelPower));
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#ifdef _INVERTOPACITYFRESNEL_ON
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float staticSwitch31 = (1.0 - fresnelNode26);
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#else
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float staticSwitch31 = fresnelNode26;
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#endif
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#ifdef _USEOPACITYFRESNEL_ON
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float staticSwitch27 = staticSwitch31;
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#else
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float staticSwitch27 = 1.0;
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#endif
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o.Alpha = (staticSwitch27 * _Opacity * _DiffuseColor.a);
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags
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{
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"LightMode" = "ShadowCaster"
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}
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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Input customInputData;
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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half3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldNormal = worldNormal;
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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half4 frag(v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT(Input, surfIN);
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, o)
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surf(surfIN, o);
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy * 0.25, o.Alpha * 0.9375)).a;
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clip(alphaRef - 0.01);
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SHADOW_CASTER_FRAGMENT(IN)
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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}
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