Shader "RO/RO_Effect_Bing_01" { Properties { _Color0("Color 0", Color) = (1,1,1,0) _Color1("Color 1", Color) = (0,0,0,0) _Float2("Float 2", Range( 0 , 1)) = 0.9 _Vector0("Vector 0", Vector) = (0,0,0,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" } Cull Back ZWrite On Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float4 vertexColor : COLOR; float3 worldPos; float3 worldNormal; float2 uv_texcoord; }; uniform float4 _Color0; uniform float4 _Color1; uniform float4 _Vector0; uniform float _Float2; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = i.worldNormal; float fresnelNdotV16 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode16 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV16, _Vector0.x ) ); float temp_output_76_0 = ( max( ( fresnelNode16 * _Vector0.y ) , saturate( ( ( 1.0 - ( i.uv_texcoord.x + 0.0 ) ) * _Vector0.z ) ) ) + 0.0 ); float4 lerpResult20 = lerp( _Color0 , _Color1 , temp_output_76_0); o.Emission = ( i.vertexColor * saturate( lerpResult20 ) ).rgb; o.Alpha = ( i.vertexColor.a * (_Float2 + (saturate( temp_output_76_0 ) - 0.0) * (1.0 - _Float2) / (1.0 - 0.0)) ); } ENDCG CGPROGRAM #pragma surface surf Unlit 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; float3 worldNormal : TEXCOORD3; half4 color : COLOR0; 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 ); o.worldNormal = worldNormal; o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.color = v.color; 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 ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = IN.worldNormal; surfIN.vertexColor = IN.color; 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" }