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124 lines
6.6 KiB
GLSL
124 lines
6.6 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "MudBun/Mud Locked Mesh (Built-In RP)"
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{
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Properties
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{
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_AlphaCutoutThreshold("Alpha Cutout Threshold", Range( 0 , 1)) = 0
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_Dithering("Dithering", Range( 0 , 1)) = 1
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_DitherTexture("Dither Texture", 2D) = "white" {}
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_DitherTextureSize("Dither Texture Size", Int) = 256
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[Toggle]_RandomDither("Random Dither", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord3( "", 2D ) = "white" {}
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[HideInInspector] _texcoord4( "", 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{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.5
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#define SHADER_GRAPH
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#include "Assets/MudBun/Shader/Render/ShaderCommon.cginc"
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#pragma only_renderers d3d11 glcore gles3 metal vulkan xboxone ps4
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
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#undef TRANSFORM_TEX
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#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
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struct Input
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{
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float4 vertexColor : COLOR;
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float4 screenPos;
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float3 vertexToFrag27_g43;
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float4 uv3_texcoord3;
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float2 uv4_texcoord4;
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};
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uniform sampler2D _DitherTexture;
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uniform int _DitherTextureSize;
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uniform float _RandomDither;
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uniform float _AlphaCutoutThreshold;
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uniform float _Dithering;
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 ase_vertex3Pos = v.vertex.xyz;
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v.vertex.xyz = ase_vertex3Pos;
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v.vertex.w = 1;
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float3 ase_vertexNormal = v.normal.xyz;
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v.normal = ase_vertexNormal;
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float3 break46_g41 = ase_vertex3Pos;
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float4 appendResult45_g41 = (float4(break46_g41.x , break46_g41.y , break46_g41.z , 1.0));
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float4 transform44_g41 = mul(unity_ObjectToWorld,appendResult45_g41);
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o.vertexToFrag27_g43 = (transform44_g41).xyz;
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float localComputeOpaqueTransparency20_g43 = ( 0.0 );
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float2 ScreenPos20_g43 = (( ase_screenPosNorm * _ScreenParams )).xy;
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float3 VertPos20_g43 = i.vertexToFrag27_g43;
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float Hash20_g43 = i.uv3_texcoord3.w;
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float AlphaIn20_g43 = i.vertexColor.a;
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float AlphaOut20_g43 = 0;
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float AlphaThreshold20_g43 = 0;
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sampler2D DitherNoiseTexture20_g43 = _DitherTexture;
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int DitherNoiseTextureSize20_g43 = _DitherTextureSize;
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int UseRandomDither20_g43 = (int)_RandomDither;
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float AlphaCutoutThreshold20_g43 = _AlphaCutoutThreshold;
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float DitherBlend20_g43 = _Dithering;
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{
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float alpha = AlphaIn20_g43;
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computeOpaqueTransparency(ScreenPos20_g43, VertPos20_g43, Hash20_g43, DitherNoiseTexture20_g43, DitherNoiseTextureSize20_g43, UseRandomDither20_g43 > 0, AlphaCutoutThreshold20_g43, DitherBlend20_g43, alpha, AlphaThreshold20_g43);
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AlphaOut20_g43 = alpha;
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}
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clip( AlphaOut20_g43 - AlphaThreshold20_g43);
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o.Albedo = (i.vertexColor).rgb;
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o.Emission = (i.uv3_texcoord3).xyz;
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o.Metallic = i.uv4_texcoord4.x;
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o.Smoothness = i.uv4_texcoord4.y;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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/*ASEBEGIN
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Version=18935
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396;313.6;1104;663;302.0851;282.8754;1.504229;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;9;-256,512;Inherit;False;Property;_RandomDither;Random Dither;4;1;[Toggle];Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;3;-256,608;Inherit;False;Property;_AlphaCutoutThreshold;Alpha Cutout Threshold;0;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;2;-256,704;Inherit;False;Property;_Dithering;Dithering;1;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.FunctionNode;50;-256,-128;Inherit;False;Mud Locked Mesh;-1;;41;7b8a07bde06607c4284a51a0d43ac96d;0;0;11;FLOAT3;0;FLOAT;3;FLOAT3;2;FLOAT;4;FLOAT;5;FLOAT3;43;FLOAT3;6;FLOAT3;31;FLOAT3;1;FLOAT2;7;FLOAT;23
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Node;AmplifyShaderEditor.TexturePropertyNode;48;-256,192;Inherit;True;Property;_DitherTexture;Dither Texture;2;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.IntNode;49;-256,416;Inherit;False;Property;_DitherTextureSize;Dither Texture Size;3;0;Create;True;0;0;0;False;0;False;256;256;False;0;1;INT;0
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Node;AmplifyShaderEditor.FunctionNode;52;288,224;Inherit;False;Mud Alpha Threshold;-1;;43;926535703f4c32948ac1f55275a22bf0;0;9;8;FLOAT2;0,0;False;15;FLOAT3;0,0,0;False;18;FLOAT;0;False;22;FLOAT;0;False;19;SAMPLER2D;0;False;26;INT;256;False;9;INT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;2;FLOAT;24;FLOAT;25
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Node;AmplifyShaderEditor.ClipNode;51;896,-128;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1280,-128;Float;False;True;-1;3;;0;0;Standard;MudBun/Mud Locked Mesh (Built-In RP);False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;7;d3d11;glcore;gles3;metal;vulkan;xboxone;ps4;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Absolute;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;True;3;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;52;8;50;7
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WireConnection;52;15;50;43
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WireConnection;52;18;50;23
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WireConnection;52;22;50;3
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WireConnection;52;19;48;0
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WireConnection;52;26;49;0
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WireConnection;52;9;9;0
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WireConnection;52;6;3;0
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WireConnection;52;7;2;0
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WireConnection;51;0;50;0
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WireConnection;51;1;52;24
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WireConnection;51;2;52;25
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WireConnection;0;0;51;0
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WireConnection;0;2;50;2
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WireConnection;0;3;50;4
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WireConnection;0;4;50;5
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WireConnection;0;11;50;6
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WireConnection;0;12;50;1
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ASEEND*/
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//CHKSM=854F274A73DA8423DC60DC1A102681C219C0C156 |