ro-webgl/Assets/Shaders/FX_Effect/RO_Effect_Bing_01.shader

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2021-12-21 09:40:39 +08:00
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"
}