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" }