// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "UV" { Properties { _TMD("TMD", Float) = 0 _AO("AO", 2D) = "white" {} _Int("Int", Float) = 0 _MASK("MASK", 2D) = "white" {} _Float0("Float 0", Float) = 0 [HideInInspector] _texcoord2( "", 2D ) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Pass { ColorMask 0 ZTest LEqual ZWrite On } Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back ZWrite Off Blend SrcAlpha OneMinusSrcAlpha , SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float2 uv2_texcoord2; }; uniform sampler2D _AO; uniform float4 _AO_ST; uniform float _Int; uniform float _TMD; uniform sampler2D _MASK; uniform float _Float0; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { float2 uv_AO = i.uv_texcoord * _AO_ST.xy + _AO_ST.zw; o.Emission = ( tex2D( _AO, uv_AO ) * _Int ).rgb; float4 temp_cast_1 = (_TMD).xxxx; o.Alpha = max( temp_cast_1 , ( tex2D( _MASK, i.uv2_texcoord2 ) * _Float0 ) ).r; } ENDCG CGPROGRAM #pragma surface surf Unlit 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; float4 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; 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 ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.customPack1.zw = customInputData.uv2_texcoord2; o.customPack1.zw = v.texcoord1; 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; surfIN.uv2_texcoord2 = IN.customPack1.zw; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutput o; UNITY_INITIALIZE_OUTPUT( SurfaceOutput, 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" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18703 1934;128;1906;967;1214.932;398.2451;1.460677;True;True Node;AmplifyShaderEditor.TextureCoordinatesNode;93;-342.9869,132.2362;Inherit;False;1;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;92;-23.80075,129.9149;Inherit;True;Property;_MASK;MASK;4;0;Create;True;0;0;False;0;False;-1;None;af74e589ca46f32409cc29d79a3d5fab;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;95;178.5536,444.5653;Inherit;False;Property;_Float0;Float 0;5;0;Create;True;0;0;False;0;False;0;0.95;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;88;10.19949,-748.707;Inherit;True;Property;_AO;AO;2;0;Create;True;0;0;False;0;False;-1;None;bd67a39ef7b25384f879fc48014d7c98;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;90;126.5354,-413.7923;Inherit;False;Property;_Int;Int;3;0;Create;True;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;77;89.88595,-198.7182;Inherit;False;Property;_TMD;TMD;1;0;Create;True;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;94;453.1608,320.4077;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;89;350.5354,-552.7923;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMaxOpNode;91;479.6775,63.62598;Inherit;False;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;634.314,-506.8333;Float;False;True;-1;2;ASEMaterialInspector;0;0;Unlit;UV;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;2;False;-1;0;False;-1;False;0;False;-1;0;False;-1;True;3;Custom;0.5;True;True;0;True;Transparent;;Geometry;All;14;all;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;2;5;False;-1;10;False;-1;2;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;15;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;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 WireConnection;92;1;93;0 WireConnection;94;0;92;0 WireConnection;94;1;95;0 WireConnection;89;0;88;0 WireConnection;89;1;90;0 WireConnection;91;0;77;0 WireConnection;91;1;94;0 WireConnection;0;2;89;0 WireConnection;0;9;91;0 ASEEND*/ //CHKSM=BE6AA1339E3BE8CCA2EF3815D66EED4332DBA5B5