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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/Community/TFHC/Force Shield"
- {
- Properties
- {
- [HideInInspector] __dirty( "", Int ) = 1
- _Color("Color", Color) = (0,0,0,0)
- _Albedo("Albedo", 2D) = "white" {}
- _Normal("Normal", 2D) = "bump" {}
- _Opacity("Opacity", Range( 0 , 1)) = 0.5
- _ShieldPatternColor("Shield Pattern Color", Color) = (0.2470588,0.7764706,0.9098039,1)
- _ShieldPattern("Shield Pattern", 2D) = "white" {}
- [IntRange]_ShieldPatternSize("Shield Pattern Size", Range( 1 , 20)) = 5
- _ShieldPatternPower("Shield Pattern Power", Range( 0 , 100)) = 5
- _ShieldRimPower("Shield Rim Power", Range( 0 , 10)) = 7
- _ShieldAnimSpeed("Shield Anim Speed", Range( -10 , 10)) = 3
- _ShieldPatternWaves("Shield Pattern Waves", 2D) = "white" {}
- _ShieldDistortion("Shield Distortion", Range( 0 , 0.03)) = 0.01
- _IntersectIntensity("Intersect Intensity", Range( 0 , 1)) = 0.2
- _IntersectColor("Intersect Color", Color) = (0.03137255,0.2588235,0.3176471,1)
- _HitPosition("Hit Position", Vector) = (0,0,0,0)
- _HitTime("Hit Time", Float) = 0
- _HitColor("Hit Color", Color) = (1,1,1,1)
- _HitSize("Hit Size", Float) = 0.2
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- float2 texcoord_0;
- float2 texcoord_1;
- float4 screenPos;
- };
- uniform sampler2D _Normal;
- uniform float4 _Normal_ST;
- uniform float4 _Color;
- uniform sampler2D _Albedo;
- uniform float4 _Albedo_ST;
- uniform float4 _IntersectColor;
- uniform float _ShieldRimPower;
- uniform sampler2D _ShieldPattern;
- uniform float _ShieldPatternSize;
- uniform float _ShieldAnimSpeed;
- uniform sampler2D _ShieldPatternWaves;
- uniform float _HitTime;
- uniform float3 _HitPosition;
- uniform float _HitSize;
- uniform float4 _ShieldPatternColor;
- uniform float4 _HitColor;
- uniform sampler2D _CameraDepthTexture;
- uniform float _IntersectIntensity;
- uniform float _ShieldPatternPower;
- uniform float _Opacity;
- uniform float _ShieldDistortion;
- float3 mod289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
- void vertexDataFunc( inout appdata_full v, out Input o )
- {
- UNITY_INITIALIZE_OUTPUT( Input, o );
- float2 appendResult130 = float2( _ShieldPatternSize , _ShieldPatternSize );
- float4 ShieldSpeed = ( _Time * _ShieldAnimSpeed );
- float2 appendResult46 = float2( 1 , ShieldSpeed.x );
- o.texcoord_0.xy = v.texcoord.xy * appendResult130 + appendResult46;
- float2 appendResult91 = float2( 1 , ( 1.0 - ( ShieldSpeed / 5.0 ) ).x );
- o.texcoord_1.xy = v.texcoord.xy * float2( 1,1 ) + appendResult91;
- float simplePerlin3D66 = snoise( ( float4( v.normal , 0.0 ) + ( ShieldSpeed / 5.0 ) ).xyz );
- float VertexOffset = (( _ShieldDistortion * -1.0 ) + (simplePerlin3D66 - 0.0) * (_ShieldDistortion - ( _ShieldDistortion * -1.0 )) / (1.0 - 0.0));
- float3 temp_cast_4 = (VertexOffset).xxx;
- v.vertex.xyz += temp_cast_4;
- }
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
- float3 Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) );
- o.Normal = Normal;
- float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
- float4 Albedo = ( _Color * tex2D( _Albedo, uv_Albedo ) );
- o.Albedo = Albedo.rgb;
- float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float ShieldRimPower = _ShieldRimPower;
- float fresnelFinalVal8 = (0.0 + 1.0*pow( 1.0 - dot( ase_worldNormal, worldViewDir ) , (10.0 + (ShieldRimPower - 0.0) * (0.0 - 10.0) / (10.0 - 0.0))));
- float ShieldRim = fresnelFinalVal8;
- float4 ShieldPattern = tex2D( _ShieldPattern, i.texcoord_0 );
- float4 waves = tex2D( _ShieldPatternWaves, i.texcoord_1 );
- float4 ase_vertexPos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
- float temp_output_152_0 = distance( ase_vertexPos.xyz , _HitPosition );
- float HitSize = _HitSize;
- float4 ShieldPatternColor = _ShieldPatternColor;
- float4 HitColor = _HitColor;
- float4 hit = (( _HitTime > 0.0 ) ? (( temp_output_152_0 < HitSize ) ? lerp( ShieldPatternColor , ( HitColor * ( HitSize / temp_output_152_0 ) ) , (0.0 + (_HitTime - 0.0) * (1.0 - 0.0) / (100.0 - 0.0)) ) : ShieldPatternColor ) : ShieldPatternColor );
- float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
- float screenDepth110 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(ase_screenPos))));
- float distanceDepth110 = abs( ( screenDepth110 - LinearEyeDepth( ase_screenPos.z/ ase_screenPos.w ) ) / _IntersectIntensity );
- float ShieldPower = _ShieldPatternPower;
- float4 Emission = ( lerp( _IntersectColor , ( ( ( ShieldRim + ShieldPattern ) * waves ) * ( hit * ShieldPatternColor ) ) , clamp( distanceDepth110 , 0.0 , 1.0 ) ) * ShieldPower );
- o.Emission = Emission.xyz;
- o.Alpha = _Opacity;
- }
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows vertex:vertexDataFunc
- 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_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;
- float3 worldPos : TEXCOORD6;
- float4 tSpace0 : TEXCOORD1;
- float4 tSpace1 : TEXCOORD2;
- float4 tSpace2 : TEXCOORD3;
- float4 texcoords01 : TEXCOORD4;
- 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;
- vertexDataFunc( v, customInputData );
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
- o.worldPos = worldPos;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- fixed4 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.xy = IN.texcoords01.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- 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"
- CustomEditor "ASEMaterialInspector"
- }
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