// 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" } /*ASEBEGIN Version=19108 Node;AmplifyShaderEditor.SamplerNode;1;-893.6182,-508.3708;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;2;-892.9818,-251.4351;Inherit;False;Property;_Color;Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,1;0.3773584,0.3773584,0.3773584,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-509.5994,-384.4714;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.BreakToComponentsNode;4;-251.3174,-383.6263;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 Node;AmplifyShaderEditor.SamplerNode;19;-894.0881,-64.26387;Inherit;True;Property;_EmissionMap;Emission Map;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-510.5864,2.035604;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ColorNode;21;-890.1855,130.7354;Inherit;False;Property;_EmissionColor;Emission Color;5;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;775.3693,-0.9779136;Float;False;True;-1;2;ASEMaterialInspector;0;0;BlinnPhong;Alpha Blend Interactive/Mobile/General Transparent;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;6;0;False;;0;0;0;False;0.1;False;;0;False;;False;15;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;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 Node;AmplifyShaderEditor.RangedFloatNode;27;-889.8058,422.549;Inherit;False;Property;_Gloss;Gloss;8;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;18;-1152.25,515.1141;Inherit;False;Property;_NormalStrength;Normal Strength;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;26;-894.6061,324.9488;Inherit;False;Property;_Specular;Specular;7;0;Create;True;0;0;0;False;0;False;1;1;0.001;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;25;-890.754,517.1713;Inherit;True;Property;_Normal;Normal;2;0;Create;True;0;0;0;False;0;False;-1;None;fec4ec6726e06c24d9dd7f282f11c7c0;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 WireConnection;3;0;1;0 WireConnection;3;1;2;0 WireConnection;4;0;3;0 WireConnection;22;0;19;0 WireConnection;22;1;21;0 WireConnection;0;0;3;0 WireConnection;0;1;25;0 WireConnection;0;2;22;0 WireConnection;0;3;26;0 WireConnection;0;4;27;0 WireConnection;0;9;4;3 WireConnection;25;5;18;0 ASEEND*/ //CHKSM=B68846E0B7977C9C817BFADC4AEEA3C11F7076A2