// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Knife/Soft Holo Cone" { Properties { _Softness("Softness", Range( 0 , 1)) = 0 [HDR]_Color("Color", Color) = (0,0,0,0) _Mask("Mask", 2D) = "white" {} _DepthFadeDistance("DepthFadeDistance", Float) = 0 _MaskSoftness("MaskSoftness", Range( 0 , 1)) = 0 _MaskSoftness2("MaskSoftness 2", Range( 0 , 1)) = 0 _Mask2("Mask 2", 2D) = "white" {} _Mask2Speed("Mask2Speed", Vector) = (0,0,0,0) _Alpha("Alpha", Range( 0 , 1)) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Off CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float3 worldNormal; float3 viewDir; float4 screenPos; }; uniform float4 _Color; uniform float _MaskSoftness2; uniform sampler2D _Mask2; uniform float2 _Mask2Speed; uniform float4 _Mask2_ST; uniform float _MaskSoftness; uniform sampler2D _Mask; uniform float4 _Mask_ST; uniform float _Softness; UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); uniform float4 _CameraDepthTexture_TexelSize; uniform float _DepthFadeDistance; uniform float _Alpha; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { o.Emission = _Color.rgb; float2 uv0_Mask2 = i.uv_texcoord * _Mask2_ST.xy + _Mask2_ST.zw; float2 panner25 = ( 1.0 * _Time.y * _Mask2Speed + uv0_Mask2); float smoothstepResult23 = smoothstep( 0.0 , _MaskSoftness2 , tex2D( _Mask2, panner25 ).r); float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; float smoothstepResult19 = smoothstep( 0.0 , _MaskSoftness , tex2D( _Mask, uv_Mask ).r); float3 ase_worldNormal = i.worldNormal; float dotResult4 = dot( ase_worldNormal , i.viewDir ); float smoothstepResult7 = smoothstep( 0.0 , _Softness , abs( dotResult4 )); float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth16 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); float distanceDepth16 = abs( ( screenDepth16 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFadeDistance ) ); float clampResult18 = clamp( distanceDepth16 , 0.0 , 1.0 ); o.Alpha = ( ( smoothstepResult23 * smoothstepResult19 * _Color.a ) * smoothstepResult7 * clampResult18 * _Alpha ); } ENDCG CGPROGRAM #pragma surface surf Unlit 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; float4 screenPos : TEXCOORD3; float3 worldNormal : TEXCOORD4; 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 ) o.screenPos = ComputeScreenPos( o.pos ); 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.viewDir = worldViewDir; surfIN.worldNormal = IN.worldNormal; surfIN.screenPos = IN.screenPos; 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=18100 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