cvr-props/Assets/ABI.CCK/Shaders/Mobile/General Transparent.shader

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// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Alpha Blend Interactive/Mobile/General Transparent"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Normal("Normal", 2D) = "bump" {}
_NormalStrength("Normal Strength", Float) = 1
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_SpecColor("Specular Color",Color)=(1,1,1,1)
_Specular("Specular", Range( 0.001 , 1)) = 1
_Gloss("Gloss", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform float _NormalStrength;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _Color;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform float _Specular;
uniform float _Gloss;
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _Normal, uv_Normal ), _NormalStrength );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _Color );
o.Albedo = temp_output_3_0.rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
o.Specular = _Specular;
o.Gloss = _Gloss;
o.Alpha = temp_output_3_0.a;
}
ENDCG
CGPROGRAM
#pragma surface surf BlinnPhong alpha:fade 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;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
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 );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 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.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 ) );
SurfaceOutput o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, 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"
}
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