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2025-05-18 01:04:31 +08:00
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Cheng/Fresnel"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MianColor("MianColor", Color) = (1,1,1,1)
_Float0("Float 0", Float) = 3.88
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend One One
Cull Back
ColorMask RGBA
ZWrite Off
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
float3 ase_normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
float4 ase_texcoord2 : TEXCOORD2;
};
uniform float4 _MianColor;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _Float0;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
o.ase_texcoord2.xyz = ase_worldNormal;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
o.ase_color = v.color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
o.ase_texcoord2.w = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 ase_worldViewDir = UnityWorldSpaceViewDir(WorldPosition);
ase_worldViewDir = normalize(ase_worldViewDir);
float3 ase_worldNormal = i.ase_texcoord2.xyz;
float fresnelNdotV20 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode20 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV20, _Float0 ) );
finalColor = ( ( _MianColor * tex2D( _MainTex, uv_MainTex ) * i.ase_color * i.ase_color.a ) * fresnelNode20 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=18100
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Node;AmplifyShaderEditor.ColorNode;3;-495.5,-188.5;Inherit;False;Property;_MianColor;MianColor;1;0;Create;True;0;0;False;0;False;1,1,1,1;1,0.8986911,0.6367924,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.VertexColorNode;5;-491.5,243.5;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;21;-387.0323,594.6528;Inherit;False;Property;_Float0;Float 0;3;0;Create;True;0;0;False;0;False;3.88;1.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode;18;-2063.38,1134.109;Inherit;False;1542.199;473.8066;Fenel ;7;7;11;13;15;14;9;10;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.FresnelNode;20;-61.349,504.8966;Inherit;True;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
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Node;AmplifyShaderEditor.RangedFloatNode;15;-1530.635,1492.915;Inherit;False;Property;_FrenelWidth;FrenelWidth;2;0;Create;True;0;0;False;0;False;0.6588235;0.131;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;13;-1392.203,1228.915;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;10;-2013.381,1183.109;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.DotProductOpNode;7;-1764.48,1217.708;Inherit;True;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;24;228.9678,146.6528;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.WorldNormalVector;9;-2017.481,1339.408;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SimpleMaxOpNode;11;-1543.572,1222.408;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;23;545,155;Float;False;True;-1;2;ASEMaterialInspector;100;1;Cheng/Fresnel;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;0;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;RenderType=Opaque=RenderType;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;0
WireConnection;6;0;3;0
WireConnection;6;1;4;0
WireConnection;6;2;5;0
WireConnection;6;3;5;4
WireConnection;20;3;21;0
WireConnection;13;0;11;0
WireConnection;7;0;10;0
WireConnection;7;1;9;0
WireConnection;24;0;6;0
WireConnection;24;1;20;0
WireConnection;11;0;7;0
WireConnection;23;0;24;0
ASEEND*/
//CHKSM=8F24F261DFAE4264079181B30DE00F3277BB0671