RO_Diffuse_Transparent_Swing.shader 17 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Shader created with Shader Forge v1.38
  3. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  4. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  5. /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5288711,fgcg:0.777543,fgcb:0.9852941,fgca:1,fgde:0.01,fgrn:30,fgrf:50,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32969,y:32657,varname:node_4795,prsc:2|diff-6074-RGB,alpha-6074-A,voffset-4116-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:32235,y:32601,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:9248,x:31810,y:32684,varname:node_9248,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Vector3,id:329,x:31632,y:32721,varname:node_329,prsc:2,v1:1,v2:0,v3:0;n:type:ShaderForge.SFN_Dot,id:8613,x:31872,y:32820,varname:node_8613,prsc:2,dt:0|A-329-OUT,B-3051-XYZ;n:type:ShaderForge.SFN_FragmentPosition,id:2760,x:31452,y:32918,varname:node_2760,prsc:2;n:type:ShaderForge.SFN_Vector3,id:8136,x:31707,y:33298,varname:node_8136,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Transform,id:3051,x:31680,y:32931,varname:node_3051,prsc:2,tffrom:0,tfto:1|IN-2760-XYZ;n:type:ShaderForge.SFN_Multiply,id:6395,x:32024,y:32702,varname:node_6395,prsc:2|A-9248-OUT,B-8613-OUT;n:type:ShaderForge.SFN_Time,id:5455,x:31973,y:32975,varname:node_5455,prsc:2;n:type:ShaderForge.SFN_Add,id:6091,x:32363,y:32773,varname:node_6091,prsc:2|A-6395-OUT,B-7938-OUT;n:type:ShaderForge.SFN_Sin,id:7031,x:32452,y:32910,varname:node_7031,prsc:2|IN-6091-OUT;n:type:ShaderForge.SFN_Dot,id:9896,x:31868,y:33165,varname:node_9896,prsc:2,dt:0|A-4543-RGB,B-8136-OUT;n:type:ShaderForge.SFN_Vector1,id:4161,x:32024,y:33266,varname:node_4161,prsc:2,v1:0.2;n:type:ShaderForge.SFN_Multiply,id:8338,x:32170,y:33171,varname:node_8338,prsc:2|A-9896-OUT,B-4161-OUT;n:type:ShaderForge.SFN_Multiply,id:2043,x:32428,y:33091,varname:node_2043,prsc:2|A-7031-OUT,B-8338-OUT;n:type:ShaderForge.SFN_Multiply,id:4116,x:32676,y:33015,varname:node_4116,prsc:2|A-2043-OUT,B-6957-XYZ;n:type:ShaderForge.SFN_Vector4Property,id:6957,x:32594,y:33280,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_6957,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.5,v2:0,v3:0.5,v4:0;n:type:ShaderForge.SFN_Multiply,id:7938,x:32182,y:32988,varname:node_7938,prsc:2|A-1732-OUT,B-5455-TTR;n:type:ShaderForge.SFN_Slider,id:1732,x:31984,y:32891,ptovrint:False,ptlb:Frequency,ptin:_Frequency,varname:node_1732,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:2;n:type:ShaderForge.SFN_VertexColor,id:4543,x:31610,y:33139,varname:node_4543,prsc:2;proporder:6074-6957-1732;pass:END;sub:END;*/
  6. Shader "RO/RO_Diffuse_Transparent_Swing" {
  7. Properties {
  8. _MainTex ("MainTex", 2D) = "white" {}
  9. _Value ("Value", Vector) = (0.5,0,0.5,0)
  10. _Frequency ("Frequency", Range(0, 2)) = 1
  11. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  12. }
  13. SubShader {
  14. Tags {
  15. "IgnoreProjector"="True"
  16. "Queue"="Transparent"
  17. "RenderType"="Transparent"
  18. }
  19. Pass {
  20. Name "FORWARD"
  21. Tags {
  22. "LightMode"="ForwardBase"
  23. }
  24. Blend SrcAlpha OneMinusSrcAlpha
  25. ZWrite Off
  26. CGPROGRAM
  27. #pragma vertex vert
  28. #pragma fragment frag
  29. #define UNITY_PASS_FORWARDBASE
  30. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  31. #include "UnityCG.cginc"
  32. #include "Lighting.cginc"
  33. #include "UnityPBSLighting.cginc"
  34. #include "UnityStandardBRDF.cginc"
  35. #pragma multi_compile_fwdbase
  36. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  37. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  38. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  39. #pragma multi_compile_fog
  40. #pragma only_renderers d3d9 d3d11 glcore gles
  41. #pragma target 3.0
  42. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  43. uniform float4 _Value;
  44. uniform float _Frequency;
  45. struct VertexInput {
  46. float4 vertex : POSITION;
  47. float3 normal : NORMAL;
  48. float4 tangent : TANGENT;
  49. float2 texcoord0 : TEXCOORD0;
  50. float2 texcoord1 : TEXCOORD1;
  51. float2 texcoord2 : TEXCOORD2;
  52. float4 vertexColor : COLOR;
  53. };
  54. struct VertexOutput {
  55. float4 pos : SV_POSITION;
  56. float2 uv0 : TEXCOORD0;
  57. float2 uv1 : TEXCOORD1;
  58. float2 uv2 : TEXCOORD2;
  59. float4 posWorld : TEXCOORD3;
  60. float3 normalDir : TEXCOORD4;
  61. float3 tangentDir : TEXCOORD5;
  62. float3 bitangentDir : TEXCOORD6;
  63. float4 vertexColor : COLOR;
  64. UNITY_FOG_COORDS(7)
  65. #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
  66. float4 ambientOrLightmapUV : TEXCOORD8;
  67. #endif
  68. };
  69. VertexOutput vert (VertexInput v) {
  70. VertexOutput o = (VertexOutput)0;
  71. o.uv0 = v.texcoord0;
  72. o.uv1 = v.texcoord1;
  73. o.uv2 = v.texcoord2;
  74. o.vertexColor = v.vertexColor;
  75. #ifdef LIGHTMAP_ON
  76. o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  77. o.ambientOrLightmapUV.zw = 0;
  78. #elif UNITY_SHOULD_SAMPLE_SH
  79. #endif
  80. #ifdef DYNAMICLIGHTMAP_ON
  81. o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  82. #endif
  83. o.normalDir = UnityObjectToWorldNormal(v.normal);
  84. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  85. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  86. float4 node_5455 = _Time;
  87. v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb);
  88. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  89. float3 lightColor = _LightColor0.rgb;
  90. o.pos = UnityObjectToClipPos( v.vertex );
  91. UNITY_TRANSFER_FOG(o,o.pos);
  92. return o;
  93. }
  94. float4 frag(VertexOutput i) : COLOR {
  95. i.normalDir = normalize(i.normalDir);
  96. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  97. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  98. float3 normalDirection = i.normalDir;
  99. float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
  100. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  101. float3 lightColor = _LightColor0.rgb;
  102. ////// Lighting:
  103. float attenuation = 1;
  104. float3 attenColor = attenuation * _LightColor0.xyz;
  105. /////// GI Data:
  106. UnityLight light;
  107. #ifdef LIGHTMAP_OFF
  108. light.color = lightColor;
  109. light.dir = lightDirection;
  110. light.ndotl = LambertTerm (normalDirection, light.dir);
  111. #else
  112. light.color = half3(0.f, 0.f, 0.f);
  113. light.ndotl = 0.0f;
  114. light.dir = half3(0.f, 0.f, 0.f);
  115. #endif
  116. UnityGIInput d;
  117. d.light = light;
  118. d.worldPos = i.posWorld.xyz;
  119. d.worldViewDir = viewDirection;
  120. d.atten = attenuation;
  121. #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
  122. d.ambient = 0;
  123. d.lightmapUV = i.ambientOrLightmapUV;
  124. #else
  125. d.ambient = i.ambientOrLightmapUV;
  126. #endif
  127. Unity_GlossyEnvironmentData ugls_en_data;
  128. ugls_en_data.roughness = 1.0 - 0;
  129. ugls_en_data.reflUVW = viewReflectDirection;
  130. UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
  131. lightDirection = gi.light.dir;
  132. lightColor = gi.light.color;
  133. /////// Diffuse:
  134. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  135. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  136. float3 indirectDiffuse = float3(0,0,0);
  137. indirectDiffuse += gi.indirect.diffuse;
  138. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  139. float3 diffuseColor = _MainTex_var.rgb;
  140. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  141. /// Final Color:
  142. float3 finalColor = diffuse;
  143. fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a);
  144. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  145. return finalRGBA;
  146. }
  147. ENDCG
  148. }
  149. Pass {
  150. Name "FORWARD_DELTA"
  151. Tags {
  152. "LightMode"="ForwardAdd"
  153. }
  154. Blend One One
  155. ZWrite Off
  156. CGPROGRAM
  157. #pragma vertex vert
  158. #pragma fragment frag
  159. #define UNITY_PASS_FORWARDADD
  160. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  161. #include "UnityCG.cginc"
  162. #include "AutoLight.cginc"
  163. #include "Lighting.cginc"
  164. #include "UnityPBSLighting.cginc"
  165. #include "UnityStandardBRDF.cginc"
  166. #pragma multi_compile_fwdadd
  167. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  168. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  169. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  170. #pragma multi_compile_fog
  171. #pragma only_renderers d3d9 d3d11 glcore gles
  172. #pragma target 3.0
  173. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  174. uniform float4 _Value;
  175. uniform float _Frequency;
  176. struct VertexInput {
  177. float4 vertex : POSITION;
  178. float3 normal : NORMAL;
  179. float4 tangent : TANGENT;
  180. float2 texcoord0 : TEXCOORD0;
  181. float2 texcoord1 : TEXCOORD1;
  182. float2 texcoord2 : TEXCOORD2;
  183. float4 vertexColor : COLOR;
  184. };
  185. struct VertexOutput {
  186. float4 pos : SV_POSITION;
  187. float2 uv0 : TEXCOORD0;
  188. float2 uv1 : TEXCOORD1;
  189. float2 uv2 : TEXCOORD2;
  190. float4 posWorld : TEXCOORD3;
  191. float3 normalDir : TEXCOORD4;
  192. float3 tangentDir : TEXCOORD5;
  193. float3 bitangentDir : TEXCOORD6;
  194. float4 vertexColor : COLOR;
  195. LIGHTING_COORDS(7,8)
  196. UNITY_FOG_COORDS(9)
  197. };
  198. VertexOutput vert (VertexInput v) {
  199. VertexOutput o = (VertexOutput)0;
  200. o.uv0 = v.texcoord0;
  201. o.uv1 = v.texcoord1;
  202. o.uv2 = v.texcoord2;
  203. o.vertexColor = v.vertexColor;
  204. o.normalDir = UnityObjectToWorldNormal(v.normal);
  205. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  206. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  207. float4 node_5455 = _Time;
  208. v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb);
  209. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  210. float3 lightColor = _LightColor0.rgb;
  211. o.pos = UnityObjectToClipPos( v.vertex );
  212. UNITY_TRANSFER_FOG(o,o.pos);
  213. TRANSFER_VERTEX_TO_FRAGMENT(o)
  214. return o;
  215. }
  216. float4 frag(VertexOutput i) : COLOR {
  217. i.normalDir = normalize(i.normalDir);
  218. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  219. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  220. float3 normalDirection = i.normalDir;
  221. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  222. float3 lightColor = _LightColor0.rgb;
  223. ////// Lighting:
  224. float attenuation = LIGHT_ATTENUATION(i);
  225. float3 attenColor = attenuation * _LightColor0.xyz;
  226. /////// Diffuse:
  227. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  228. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  229. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  230. float3 diffuseColor = _MainTex_var.rgb;
  231. float3 diffuse = directDiffuse * diffuseColor;
  232. /// Final Color:
  233. float3 finalColor = diffuse;
  234. fixed4 finalRGBA = fixed4(finalColor * _MainTex_var.a,0);
  235. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  236. return finalRGBA;
  237. }
  238. ENDCG
  239. }
  240. Pass {
  241. Name "Meta"
  242. Tags {
  243. "LightMode"="Meta"
  244. }
  245. Cull Off
  246. CGPROGRAM
  247. #pragma vertex vert
  248. #pragma fragment frag
  249. #define UNITY_PASS_META 1
  250. #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
  251. #include "UnityCG.cginc"
  252. #include "Lighting.cginc"
  253. #include "UnityPBSLighting.cginc"
  254. #include "UnityStandardBRDF.cginc"
  255. #include "UnityMetaPass.cginc"
  256. #pragma fragmentoption ARB_precision_hint_fastest
  257. #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
  258. #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
  259. #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
  260. #pragma multi_compile_fog
  261. #pragma only_renderers d3d9 d3d11 glcore gles
  262. #pragma target 3.0
  263. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  264. uniform float4 _Value;
  265. uniform float _Frequency;
  266. struct VertexInput {
  267. float4 vertex : POSITION;
  268. float2 texcoord0 : TEXCOORD0;
  269. float2 texcoord1 : TEXCOORD1;
  270. float2 texcoord2 : TEXCOORD2;
  271. float4 vertexColor : COLOR;
  272. };
  273. struct VertexOutput {
  274. float4 pos : SV_POSITION;
  275. float2 uv0 : TEXCOORD0;
  276. float2 uv1 : TEXCOORD1;
  277. float2 uv2 : TEXCOORD2;
  278. float4 posWorld : TEXCOORD3;
  279. float4 vertexColor : COLOR;
  280. };
  281. VertexOutput vert (VertexInput v) {
  282. VertexOutput o = (VertexOutput)0;
  283. o.uv0 = v.texcoord0;
  284. o.uv1 = v.texcoord1;
  285. o.uv2 = v.texcoord2;
  286. o.vertexColor = v.vertexColor;
  287. float4 node_5455 = _Time;
  288. v.vertex.xyz += ((sin(((0.1*dot(float3(1,0,0),mul( unity_WorldToObject, float4(mul(unity_ObjectToWorld, v.vertex).rgb,0) ).xyz.rgb))+(_Frequency*node_5455.a)))*(dot(o.vertexColor.rgb,float3(0,1,0))*0.2))*_Value.rgb);
  289. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  290. o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
  291. return o;
  292. }
  293. float4 frag(VertexOutput i) : SV_Target {
  294. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  295. UnityMetaInput o;
  296. UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
  297. o.Emission = 0;
  298. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  299. float3 diffColor = _MainTex_var.rgb;
  300. o.Albedo = diffColor;
  301. return UnityMetaFragment( o );
  302. }
  303. ENDCG
  304. }
  305. }
  306. CustomEditor "ShaderForgeMaterialInspector"
  307. }