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-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader190
1 files changed, 190 insertions, 0 deletions
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader
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--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "ASESampleShaders/RimLight"
+{
+ Properties
+ {
+ _RimColor("RimColor", Color) = (0,0,0,0)
+ _RimPower("RimPower", Range( 0 , 10)) = 0
+ _Metallic("Metallic", 2D) = "white" {}
+ _Occlusion("Occlusion", 2D) = "white" {}
+ _Normals("Normals", 2D) = "bump" {}
+ _Albedo("Albedo", 2D) = "white" {}
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ _AlphaCutout("Alpha Cutout", FLoat) = 0.5
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IsEmissive" = "true" }
+ Cull Back
+ ZTest LEqual
+ BlendOp Add
+ Blend SrcAlpha OneMinusSrcAlpha
+ CGINCLUDE
+ #include "UnityPBSLighting.cginc"
+ #include "Lighting.cginc"
+ #pragma target 3.0
+ #ifdef UNITY_PASS_SHADOWCASTER
+ #undef INTERNAL_DATA
+ #undef WorldReflectionVector
+ #undef WorldNormalVector
+ #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
+ #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
+ #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
+ #endif
+ struct Input
+ {
+ fixed2 uv_texcoord;
+ float3 viewDir;
+ INTERNAL_DATA
+ };
+
+ uniform sampler2D _Normals;
+ uniform float4 _Normals_ST;
+ uniform sampler2D _Albedo;
+ uniform float4 _Albedo_ST;
+ uniform fixed _RimPower;
+ uniform fixed4 _RimColor;
+ uniform sampler2D _Metallic;
+ uniform float4 _Metallic_ST;
+ uniform sampler2D _Occlusion;
+ uniform float4 _Occlusion_ST;
+
+ float _AlphaCutout;
+
+ void surf( Input i , inout SurfaceOutputStandard o )
+ {
+ float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw;
+ fixed3 tex2DNode3 = UnpackNormal( tex2D( _Normals, uv_Normals ) );
+ o.Normal = tex2DNode3;
+ float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+ fixed4 col = tex2D( _Albedo, uv_Albedo );
+ if(col.a < _AlphaCutout)
+ discard;
+ o.Albedo = fixed3(1,1,1);
+ float3 normalizeResult23 = normalize( i.viewDir );
+ float dotResult21 = dot( tex2DNode3 , normalizeResult23 );
+ o.Emission = ( pow( ( 1.0 - saturate( dotResult21 ) ) , _RimPower ) * _RimColor ).rgb * 5;
+ float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw;
+ o.Metallic = tex2D( _Metallic, uv_Metallic ).r;
+ float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw;
+ o.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r;
+ o.Alpha = 0.5;
+ }
+
+ 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_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+ // #define CAN_SKIP_VPOS
+ // #endif
+ // #include "UnityCG.cginc"
+ // #include "Lighting.cginc"
+ // #include "UnityPBSLighting.cginc"
+ // struct v2f
+ // {
+ // V2F_SHADOW_CASTER;
+ // float4 tSpace0 : TEXCOORD1;
+ // float4 tSpace1 : TEXCOORD2;
+ // float4 tSpace2 : TEXCOORD3;
+ // float4 texcoords01 : TEXCOORD4;
+ // UNITY_VERTEX_INPUT_INSTANCE_ID
+ // };
+ // v2f vert( appdata_full v )
+ // {
+ // v2f o;
+ // UNITY_SETUP_INSTANCE_ID( v );
+ // UNITY_INITIALIZE_OUTPUT( v2f, o );
+ // UNITY_TRANSFER_INSTANCE_ID( v, o );
+ // float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ // fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
+ // fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+ // fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+ // fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+ // o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+ // o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+ // o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+ // o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
+ // TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+ // return o;
+ // }
+ // fixed4 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.xy = IN.texcoords01.xy;
+ // float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
+ // fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+ // surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
+ // surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
+ // surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
+ // surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
+ // SurfaceOutputStandard o;
+ // UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+ // surf( surfIN, o );
+ // #if defined( CAN_SKIP_VPOS )
+ // float2 vpos = IN.pos;
+ // #endif
+ // SHADOW_CASTER_FRAGMENT( IN )
+ // }
+ // ENDCG
+ //}
+ }
+ Fallback "Diffuse"
+}
+/*ASEBEGIN
+Version=13803
+566;511;900;507;1495.187;170.1838;2.333382;True;False
+Node;AmplifyShaderEditor.ViewDirInputsCoordNode;22;-1552,416;Float;False;Tangent;0;4;FLOAT3;FLOAT;FLOAT;FLOAT
+Node;AmplifyShaderEditor.NormalizeNode;23;-1329.303,412.9002;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3
+Node;AmplifyShaderEditor.SamplerNode;3;-1552,144;Float;True;Property;_Normals;Normals;4;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
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+Node;AmplifyShaderEditor.RangedFloatNode;28;-890.0026,467.6995;Float;False;Property;_RimPower;RimPower;1;0;0;0;10;0;1;FLOAT
+Node;AmplifyShaderEditor.PowerNode;26;-600.6031,375.6995;Float;False;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT
+Node;AmplifyShaderEditor.ColorNode;25;-606.8026,555.4988;Float;False;Property;_RimColor;RimColor;0;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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+ASEEND*/
+//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3