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- // Made with Amplify Shader Editor v1.9.1.3
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "uxr/fresnel"
- {
- Properties
- {
- _FR_Bias("FR_Bias", Float) = 0.09
- _FR_Power("FR_Power", Float) = 1
- _FR_Scale("FR_Scale", Float) = 1
- _Color0("Color 0", Color) = (1,0,0,0)
- _TextureSample0("Texture Sample 0", 2D) = "white" {}
- _Mask("Mask", 2D) = "white" {}
- _Color_Tweak("Color_Tweak", Float) = 7.08
- _Smoothness("Smoothness", Float) = 1.2
- _Mask_Tweak("Mask_Tweak", Float) = 0
- [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
- struct Input
- {
- float2 uv_texcoord;
- float3 worldPos;
- float3 worldNormal;
- };
- uniform float _Color_Tweak;
- uniform sampler2D _TextureSample0;
- uniform float4 _TextureSample0_ST;
- uniform float4 _Color0;
- uniform float _FR_Bias;
- uniform float _FR_Scale;
- uniform float _FR_Power;
- uniform float _Smoothness;
- uniform sampler2D _Mask;
- uniform float4 _Mask_ST;
- uniform float _Mask_Tweak;
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
- float3 ase_worldNormal = i.worldNormal;
- float fresnelNdotV1 = dot( ase_worldNormal, ase_worldViewDir );
- float fresnelNode1 = ( _FR_Bias + _FR_Scale * pow( 1.0 - fresnelNdotV1, _FR_Power ) );
- float4 temp_output_9_0 = ( ( ( _Color_Tweak * tex2D( _TextureSample0, uv_TextureSample0 ) ) * _Color0 ) * fresnelNode1 );
- o.Albedo = temp_output_9_0.rgb;
- o.Emission = temp_output_9_0.rgb;
- o.Smoothness = _Smoothness;
- float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
- float4 tex2DNode12 = tex2D( _Mask, uv_Mask );
- float4 temp_output_13_0 = ( fresnelNode1 * ( tex2DNode12 * _Mask_Tweak ) );
- o.Alpha = temp_output_13_0.r;
- }
- 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
- 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.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"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=19103
- Node;AmplifyShaderEditor.FresnelNode;1;-461.1667,183.5;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
- Node;AmplifyShaderEditor.ColorNode;8;-657.4122,-47.83827;Inherit;False;Property;_Color0;Color 0;3;0;Create;True;0;0;0;False;0;False;1,0,0,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SamplerNode;10;-712.424,-268.9449;Inherit;True;Property;_TextureSample0;Texture Sample 0;4;0;Create;True;0;0;0;False;0;False;-1;None;3a9506e279e629849999a972f24deee9;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.SimpleMultiplyOpNode;9;179.975,-45.89525;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-36.02693,-65.41463;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-248.5748,-224.1413;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;457.1999,-20.6;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Custom/fresnel;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;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
- Node;AmplifyShaderEditor.RangedFloatNode;2;-805.6322,103.0023;Inherit;False;Property;_FR_Bias;FR_Bias;0;0;Create;True;0;0;0;False;0;False;0.09;0.41;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;4;-803.5637,191.227;Inherit;False;Property;_FR_Scale;FR_Scale;2;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;3;-738.5637,267.227;Inherit;False;Property;_FR_Power;FR_Power;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;17;189.5248,124.2587;Inherit;False;Property;_Smoothness;Smoothness;7;0;Create;True;0;0;0;False;0;False;1.2;2.37;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;15;-424.0748,-326.8414;Inherit;False;Property;_Color_Tweak;Color_Tweak;6;0;Create;True;0;0;0;False;0;False;7.08;1.23;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;16;7.024891,167.1586;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.LerpOp;18;261.325,370.2586;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;13;25.42533,381.4404;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SamplerNode;12;-588.5569,378.2718;Inherit;True;Property;_Mask;Mask;5;0;Create;True;0;0;0;False;0;False;-1;None;8979a5e91811b9b409f7e87d63a2dfbc;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.SimpleMultiplyOpNode;20;-182.0657,506.4586;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.RangedFloatNode;19;-442.0656,607.4586;Inherit;False;Property;_Mask_Tweak;Mask_Tweak;8;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
- WireConnection;1;1;2;0
- WireConnection;1;2;4;0
- WireConnection;1;3;3;0
- WireConnection;9;0;11;0
- WireConnection;9;1;1;0
- WireConnection;11;0;14;0
- WireConnection;11;1;8;0
- WireConnection;14;0;15;0
- WireConnection;14;1;10;0
- WireConnection;0;0;9;0
- WireConnection;0;2;9;0
- WireConnection;0;4;17;0
- WireConnection;0;9;13;0
- WireConnection;16;0;1;0
- WireConnection;16;1;12;0
- WireConnection;18;0;1;0
- WireConnection;18;1;13;0
- WireConnection;13;0;1;0
- WireConnection;13;1;20;0
- WireConnection;20;0;12;0
- WireConnection;20;1;19;0
- ASEEND*/
- //CHKSM=D0A7272E49A0329AE9449E6F7E7A882F6D901FF3
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