// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Cheng/dragon" { Properties { _Color("Color ", Color) = (0,0,0,0) _Texture("Texture", 2D) = "white" {} _Float0("边缘强度", Float) = 0 _Float1("边缘范围", Float) = 0 _Float2("亮度", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; }; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float _Float2; uniform float _Float0; uniform float _Float1; uniform float4 _Color; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_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 = ( _Float2 + _Float0 * pow( 1.0 - fresnelNdotV1, _Float1 ) ); float4 temp_output_10_0 = ( tex2D( _Texture, uv_Texture ).r * fresnelNode1 * _Color ); o.Emission = temp_output_10_0.rgb; o.Alpha = temp_output_10_0.r; } ENDCG CGPROGRAM #pragma surface surf Standard 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=18100 2913;223;1811;1084;969.3618;496.4156;1;True;False Node;AmplifyShaderEditor.RangedFloatNode;8;-1031.379,280.9869;Inherit;False;Property;_Float1;边缘范围;4;0;Create;False;0;0;False;0;False;0;8.11;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;2;-1043,189.5001;Inherit;False;Property;_Float0;边缘强度;3;0;Create;False;0;0;False;0;False;0;10;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;16;-1009.17,-36.07026;Inherit;True;Property;_Float2;亮度;5;0;Create;False;0;0;False;0;False;0;2;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;3;-533.9451,-236.0462;Inherit;True;Property;_Texture;Texture;1;0;Create;True;0;0;False;0;False;-1;None;0be68e489bfba2042af6e58c0e8027c2;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;6;-361.7997,154.9999;Inherit;False;Property;_Color;Color ;0;0;Create;True;0;0;False;0;False;0,0,0,0;0.1462264,0.386726,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.FresnelNode;1;-730.5001,27.90009;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 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-6.773468,-96.20383;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;385.0999,-212.8;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Cheng/dragon;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;2;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Transparent;;Transparent;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;2;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;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 WireConnection;1;1;16;0 WireConnection;1;2;2;0 WireConnection;1;3;8;0 WireConnection;10;0;3;1 WireConnection;10;1;1;0 WireConnection;10;2;6;0 WireConnection;0;2;10;0 WireConnection;0;9;10;0 ASEEND*/ //CHKSM=8ECF107916A413128BCDC6A686E42719BA189600