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path: root/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"
}
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//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3