// Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "Shader/Rong_jie_alpha" { Properties { _Texture ("Texture", 2D) = "white" {} _RongJie ("RongJie", 2D) = "white" {} _texrure_color ("texrure_color", Color) = (1,1,1,1) _fanwei ("fanwei", Range(0, 10)) = 2.312539 _glow_color ("glow_color", Color) = (1,1,1,1) _liangdu ("liangdu", Range(0, 5)) = 0.9401709 _texrure_color2 ("texrure_color2", Color) = (1,1,1,1) _opacity ("opacity", Range(0, 1)) = 1 _qiangdu ("qiangdu", Range(1, 10)) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform sampler2D _RongJie; uniform float4 _RongJie_ST; uniform float4 _texrure_color; uniform float _fanwei; uniform float4 _glow_color; uniform float _liangdu; uniform float4 _texrure_color2; uniform float _opacity; uniform float _qiangdu; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie)); clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(i.uv0, _Texture)); float3 diffuseColor = ((pow(1.0-max(0,dot(i.normalDir, viewDirection)),_fanwei)*_glow_color.rgb*_liangdu)+(_Texture_var.rgb*_texrure_color2.rgb)); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = (_Texture_var.rgb*_texrure_color.rgb*_Texture_var.a); /// Final Color: float3 finalColor = diffuse + emissive; return fixed4(finalColor,(_Texture_var.a*_opacity)); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdadd #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform sampler2D _RongJie; uniform float4 _RongJie_ST; uniform float4 _texrure_color; uniform float _fanwei; uniform float4 _glow_color; uniform float _liangdu; uniform float4 _texrure_color2; uniform float _opacity; uniform float _qiangdu; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float4 vertexColor : COLOR; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie)); clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float4 _Texture_var = tex2D(_Texture,TRANSFORM_TEX(i.uv0, _Texture)); float3 diffuseColor = ((pow(1.0-max(0,dot(i.normalDir, viewDirection)),_fanwei)*_glow_color.rgb*_liangdu)+(_Texture_var.rgb*_texrure_color2.rgb)); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse; return fixed4(finalColor * (_Texture_var.a*_opacity),0); } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal #pragma target 3.0 uniform sampler2D _RongJie; uniform float4 _RongJie_ST; uniform float _qiangdu; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie)); clip((_RongJie_var.b/(i.vertexColor.a*_qiangdu)) - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }