Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Transparent" { Properties { [Space(35)][Header(Surface Options )] [Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back" [Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On" [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual" [Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0) _Color("Color", Color) = (1,1,1,0) [Toggle]_InvertABaseColor("Invert Alpha", Float) = 0 _MainTex("Base Color", 2D) = "white" {} _Saturation("Saturation", Float) = 0 _Brightness("Brightness", Range( 1 , 8)) = 1 [Space(35)]_BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Normal Intensity", Float) = 0.3 [Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0) _SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {} _SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2 _Glossiness("Smoothness", Range( 0 , 2)) = 0.5 [Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0 [Space(35)]_ParallaxMap("Height Map", 2D) = "white" {} _Parallax("Height Scale", Range( -0.1 , 0.1)) = 0 [Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {} _AoIntensity("Ao Intensity", Range( 0 , 2)) = 1 [HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0) _EmissionMap("Emission Map", 2D) = "white" {} _EmissionIntensity("Intensity", Range( 0 , 2)) = 1 [Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0 [Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0 [Toggle]_SourceMask("Source - Use BaseColorAlpha", Float) = 0 [Space(15)][Toggle]_InvertMask("Invert Mask", Float) = 0 _DetailMask("Detail Mask", 2D) = "black" {} _IntensityMask("Intensity", Range( 0 , 1)) = 1 [Space(15)]_ContrastDetailMap("Contrast", Float) = 0 _SpreadDetailMap("Spread", Float) = 0 [Space(35)][Header(Detail Properties)][Space(15)]_DetailColor("Color -->(Smoothness Intensity A)", Color) = (1,1,1,0) _DetailAlbedoMap("Base Color -->(Smoothness A)", 2D) = "white" {} _DetailSaturation("Saturation", Float) = 0 _DetailBrightness("Brightness", Range( 1 , 8)) = 1 [Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 1 _DetailNormalMap("Normal Map", 2D) = "bump" {} _DetailNormalMapScale("Scale", Float) = 0.3 [HideInInspector] _texcoord( "", 2D ) = "white" {} [Space(35)][Header(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0 [Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0 _TransparentMask("Transparent Mask", 2D) = "white" {} _IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0 [Space(15)]_ContrastTransparentMap("Contrast", Float) = 0 _SpreadTransparentMap("Spread", Float) = 0 [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" } Cull[_Cull] ZWrite[_ZWrite] ZTest [_ZTest] Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 viewDir; INTERNAL_DATA half ASEVFace : VFACE; }; uniform float _BlendMainNormal; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _GlobalXYTilingXYZWOffsetXY; uniform sampler2D _ParallaxMap; uniform float4 _ParallaxMap_ST; uniform float _Parallax; uniform float _BumpScale; uniform sampler2D _DetailNormalMap; uniform float4 _DetailNormalMap_ST; uniform float _DetailNormalMapScale; uniform float _EnableDetailMask; uniform float _ContrastDetailMap; uniform float _SourceMask; uniform float _InvertMask; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform float _InvertABaseColor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _SpreadDetailMap; uniform float _IntensityMask; uniform float _VisualizeMask; uniform float _Brightness; uniform float4 _Color; uniform float _Saturation; uniform float _DetailBrightness; uniform float4 _DetailColor; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform float _DetailSaturation; uniform float4 _EmissionColor; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform float _EmissionIntensity; uniform float4 _SpecularColor; uniform sampler2D _SpecGlossMap; uniform float4 _SpecGlossMap_ST; uniform float _SpecularIntensity; uniform float _Glossiness; uniform sampler2D _OcclusionMap; uniform float4 _OcclusionMap_ST; uniform float _AoIntensity; uniform float _ContrastTransparentMap; uniform float _InvertTransparent; uniform float _UseBaseColorAlpha; uniform sampler2D _TransparentMask; uniform float4 _TransparentMask_ST; uniform float _SpreadTransparentMap; uniform float _IntensityTransparentMap; float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 break26_g512 = uv_BumpMap; float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 ); float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 ); float2 appendResult14_g512 = (float2(( break26_g512.x * GlobalTilingX11 ) , ( break26_g512.y * GlobalTilingY8 ))); float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z; float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w; float2 appendResult13_g512 = (float2(( break26_g512.x + GlobalOffsetX10 ) , ( break26_g512.y + GlobalOffsetY9 ))); float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw; float2 break26_g502 = uv_ParallaxMap; float2 appendResult14_g502 = (float2(( break26_g502.x * GlobalTilingX11 ) , ( break26_g502.y * GlobalTilingY8 ))); float2 appendResult13_g502 = (float2(( break26_g502.x + GlobalOffsetX10 ) , ( break26_g502.y + GlobalOffsetY9 ))); float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g502 + appendResult13_g502 ) ).g).xxxx; float2 paralaxOffset36_g501 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir ); float2 switchResult47_g501 = (((i.ASEVFace>0)?(paralaxOffset36_g501):(0.0))); float2 Parallaxe390 = switchResult47_g501; float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g512 + appendResult13_g512 ) + Parallaxe390 ) ), _BumpScale ); float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale ); float4 temp_cast_2 = (0.0).xxxx; float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; float4 tex2DNode27_g508 = tex2D( _DetailMask, uv_DetailMask ); float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float2 break26_g507 = uv_MainTex; float2 appendResult14_g507 = (float2(( break26_g507.x * GlobalTilingX11 ) , ( break26_g507.y * GlobalTilingY8 ))); float2 appendResult13_g507 = (float2(( break26_g507.x + GlobalOffsetX10 ) , ( break26_g507.y + GlobalOffsetY9 ))); float4 tex2DNode7_g506 = tex2D( _MainTex, ( ( appendResult14_g507 + appendResult13_g507 ) + Parallaxe390 ) ); float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g506.a ) ):( tex2DNode7_g506.a )); float4 clampResult38_g508 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g508 * _IntensityMask ) ):( temp_cast_2 )); float3 lerpResult137 = lerp( temp_output_356_0 , NormalDetail155 , Mask158.rgb); float3 lerpResult205 = lerp( temp_output_356_0 , BlendNormals( temp_output_356_0 , NormalDetail155 ) , Mask158.rgb); float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 )); o.Normal = Normal27; float clampResult27_g506 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g506 = ( _Color * tex2DNode7_g506 ).rgb; float desaturateDot29_g506 = dot( desaturateInitialColor29_g506, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g506 = lerp( desaturateInitialColor29_g506, desaturateDot29_g506.xxx, -clampResult27_g506 ); float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g506 , 0.0 )); float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float4 tex2DNode7_g509 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ); float clampResult27_g509 = clamp( _DetailSaturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g509 = ( _DetailColor * tex2DNode7_g509 ).rgb; float desaturateDot29_g509 = dot( desaturateInitialColor29_g509, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g509 = lerp( desaturateInitialColor29_g509, desaturateDot29_g509.xxx, -clampResult27_g509 ); float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g509 , 0.0 )); float4 lerpResult365 = lerp( temp_output_355_0 , AlbedoDetail153 , Mask158); float4 blendOpSrc364 = temp_output_355_0; float4 blendOpDest364 = lerpResult365; float4 lerpBlendMode364 = lerp(blendOpDest364,(( blendOpDest364 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest364 ) * ( 1.0 - blendOpSrc364 ) ) : ( 2.0 * blendOpDest364 * blendOpSrc364 ) ),Mask158.r); float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( ( saturate( lerpBlendMode364 )) )); o.Albedo = Albedo26.rgb; float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; float2 break26_g528 = uv_EmissionMap; float2 appendResult14_g528 = (float2(( break26_g528.x * GlobalTilingX11 ) , ( break26_g528.y * GlobalTilingY8 ))); float2 appendResult13_g528 = (float2(( break26_g528.x + GlobalOffsetX10 ) , ( break26_g528.y + GlobalOffsetY9 ))); float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g528 + appendResult13_g528 ) + Parallaxe390 ) ) * _EmissionIntensity ); o.Emission = Emission110.rgb; float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw; float2 break26_g514 = uv_SpecGlossMap; float2 appendResult14_g514 = (float2(( break26_g514.x * GlobalTilingX11 ) , ( break26_g514.y * GlobalTilingY8 ))); float2 appendResult13_g514 = (float2(( break26_g514.x + GlobalOffsetX10 ) , ( break26_g514.y + GlobalOffsetY9 ))); float4 tex2DNode3_g513 = tex2D( _SpecGlossMap, ( ( appendResult14_g514 + appendResult13_g514 ) + Parallaxe390 ) ); float4 Specular41 = ( _SpecularColor * tex2DNode3_g513 * _SpecularIntensity ); o.Specular = Specular41.rgb; #if defined(_SOURCE_SPECULARALPHA) float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness ); #elif defined(_SOURCE_BASECOLORALPHA) float staticSwitch31_g513 = ( _Glossiness * BaseColorAlpha46 ); #else float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness ); #endif float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g509.a ); float lerpResult397 = lerp( staticSwitch31_g513 , DetailBaseColorAlpha170 , Mask158.r); float Smoothness40 = lerpResult397; o.Smoothness = Smoothness40; float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw; float2 break26_g530 = uv_OcclusionMap; float2 appendResult14_g530 = (float2(( break26_g530.x * GlobalTilingX11 ) , ( break26_g530.y * GlobalTilingY8 ))); float2 appendResult13_g530 = (float2(( break26_g530.x + GlobalOffsetX10 ) , ( break26_g530.y + GlobalOffsetY9 ))); float blendOpSrc2_g529 = tex2D( _OcclusionMap, ( ( appendResult14_g530 + appendResult13_g530 ) + Parallaxe390 ) ).r; float blendOpDest2_g529 = ( 1.0 - _AoIntensity ); float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g529 ) * ( 1.0 - blendOpDest2_g529 ) ) )); o.Occlusion = AmbientOcclusion94; float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw; float4 tex2DNode8_g526 = tex2D( _TransparentMask, uv_TransparentMask ); float4 temp_cast_14 = (BaseColorAlpha46).xxxx; float4 temp_cast_15 = (BaseColorAlpha46).xxxx; float4 clampResult24_g526 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_15 ):( tex2DNode8_g526 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_14 ):( tex2DNode8_g526 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) ); float4 Transparent375 = ( clampResult24_g526 * ( 1.0 - _IntensityTransparentMap ) ); o.Alpha = Transparent375.r; } ENDCG CGPROGRAM #pragma surface surf StandardSpecular 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; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( 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; 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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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" }