// Shader created with Shader Forge v1.37 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.37;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:1,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33666,y:32796,varname:node_4013,prsc:2|emission-8407-OUT,alpha-5534-OUT;n:type:ShaderForge.SFN_Fresnel,id:2109,x:32487,y:32854,varname:node_2109,prsc:2|EXP-4005-OUT;n:type:ShaderForge.SFN_Slider,id:4005,x:32135,y:32870,ptovrint:False,ptlb:F_G,ptin:_F_G,varname:node_4005,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:5,max:5;n:type:ShaderForge.SFN_Color,id:4225,x:32250,y:33135,ptovrint:False,ptlb:F_C,ptin:_F_C,varname:node_4225,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:3052,x:32704,y:32884,varname:node_3052,prsc:2|A-2109-OUT,B-4225-RGB;n:type:ShaderForge.SFN_Slider,id:5726,x:32624,y:33247,ptovrint:False,ptlb:F_S,ptin:_F_S,varname:node_5726,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1.678263,max:5;n:type:ShaderForge.SFN_Multiply,id:8407,x:32988,y:32858,varname:node_8407,prsc:2|A-3052-OUT,B-5726-OUT;n:type:ShaderForge.SFN_Slider,id:4513,x:33045,y:33072,ptovrint:False,ptlb:node_4513,ptin:_node_4513,varname:node_4513,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Tex2d,id:2877,x:33084,y:32458,ptovrint:False,ptlb:node_2877,ptin:_node_2877,varname:node_2877,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:5534,x:33405,y:32925,varname:node_5534,prsc:2|A-2877-A,B-4513-OUT;proporder:4005-4225-5726-4513-2877;pass:END;sub:END;*/ Shader "LuoYeDaShi/Fresnel01" { Properties { _F_G ("F_G", Range(0, 5)) = 5 _F_C ("F_C", Color) = (0.5,0.5,0.5,1) _F_S ("F_S", Range(0, 5)) = 1.678263 _node_4513 ("node_4513", Range(0, 1)) = 1 _node_2877 ("node_2877", 2D) = "white" {} [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Front ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone n3ds wiiu #pragma target 3.0 uniform float _F_G; uniform float4 _F_C; uniform float _F_S; uniform float _node_4513; uniform sampler2D _node_2877; uniform float4 _node_2877_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(-v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; ////// Lighting: ////// Emissive: float3 node_8407 = ((pow(1.0-max(0,dot(normalDirection, viewDirection)),_F_G)*_F_C.rgb)*_F_S); float3 emissive = node_8407; float3 finalColor = emissive; float4 _node_2877_var = tex2D(_node_2877,TRANSFORM_TEX(i.uv0, _node_2877)); fixed4 finalRGBA = fixed4(finalColor,(_node_2877_var.a*_node_4513)); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone n3ds wiiu #pragma target 3.0 struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { V2F_SHADOW_CASTER; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }