diff options
Diffstat (limited to 'Assets/Art/Shaders/Effects/RimLight 1.shader')
-rw-r--r-- | Assets/Art/Shaders/Effects/RimLight 1.shader | 236 |
1 files changed, 62 insertions, 174 deletions
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader index 28a86107..eb751153 100644 --- a/Assets/Art/Shaders/Effects/RimLight 1.shader +++ b/Assets/Art/Shaders/Effects/RimLight 1.shader @@ -1,190 +1,78 @@ -// Made with Amplify Shader Editor -// Available at the Unity Asset Store - http://u3d.as/y3X +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + 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 + // Color property for material inspector, default to white + _Color("Main Color", Color) = (1,1,1,1) + _Intensity("Intensity", range(0,10)) = 1 + + _MKGlowPower("Emission Power", range(0,10)) = 0 + + _MKGlowColor("Emission Color", color) = (1.0,0.95,0.8,1.0) + + _StencilMask("Mask Layer", Range(0, 255)) = 1 + [Enum(CompareFunction)] _StencilComp("Mask Mode", Int) = 6 + } + SubShader + { + //Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" } + Stencil + { + Ref 255 + ReadMask[_StencilMask] + Comp[_StencilComp] + } - SubShader + //Pass + //{ + // ZWrite On + // //ZTest LEqual + // ColorMask 0 + //} + + Tags{ "Queue" = "AlphaTest-1" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" } + Pass { - 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 - }; + ZWrite Off + Blend One OneMinusSrcAlpha + CGPROGRAM +#pragma vertex vert +#pragma fragment frag - 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; + // vertex shader + // this time instead of using "appdata" struct, just spell inputs manually, + // and instead of returning v2f struct, also just return a single output + // float4 clip position + float4 vert(float4 vertex : POSITION) : SV_POSITION + { + return UnityObjectToClipPos(vertex); + } - float _AlphaCutout; + // color from the material + fixed4 _Color; + float _Intensity; + fixed4 _MKGlowColor; + float _MKGlowPower; + // pixel shader, no inputs needed + fixed4 frag() : SV_Target + { + //_Color.rgb *= _Intensity; + //_Color.rgb *= _Color.a; - 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; - } + //_Color.rgb *= _Intensity; + //_Color *= _Intensity; + //_MKGlowColor = _Color; + //_MKGlowPower = _Intensity; - ENDCG - CGPROGRAM - #pragma surface surf Standard keepalpha fullforwardshadows + return _Color; // just return it + } 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 -Node;AmplifyShaderEditor.DotProductOpNode;21;-1137.603,334.4997;Float;False;2;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0.0,0,0;False;1;FLOAT -Node;AmplifyShaderEditor.SaturateNode;20;-962.4039,309.9996;Float;False;1;0;FLOAT;1.23;False;1;FLOAT -Node;AmplifyShaderEditor.OneMinusNode;5;-793.4009,352.2989;Float;False;1;0;FLOAT;0;False;1;FLOAT -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 -Node;AmplifyShaderEditor.SimpleMultiplyOpNode;27;-358.2028,390.8992;Float;False;2;2;0;FLOAT;0;False;1;COLOR;0.0;False;1;COLOR -Node;AmplifyShaderEditor.SamplerNode;2;-213.5002,481.3999;Float;True;Property;_Metallic;Metallic;2;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT -Node;AmplifyShaderEditor.SamplerNode;1;-210.5004,83.20016;Float;True;Property;_Albedo;Albedo;5;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT -Node;AmplifyShaderEditor.SamplerNode;4;-208.9012,673.0024;Float;True;Property;_Occlusion;Occlusion;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT -Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;147.2,339.6;Fixed;False;True;2;Fixed;;0;0;Standard;ASESampleShaders/RimLight;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;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;0.0;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;23;0;22;0 -WireConnection;21;0;3;0 -WireConnection;21;1;23;0 -WireConnection;20;0;21;0 -WireConnection;5;0;20;0 -WireConnection;26;0;5;0 -WireConnection;26;1;28;0 -WireConnection;27;0;26;0 -WireConnection;27;1;25;0 -WireConnection;0;0;1;0 -WireConnection;0;1;3;0 -WireConnection;0;2;27;0 -WireConnection;0;3;2;0 -WireConnection;0;5;4;0 -ASEEND*/ -//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3 + } +}
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