// 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 "NZY/ab_rongjie2" { Properties { [HDR]_Main_color ("Main_color", Color) = (0.5,0.5,0.5,1) _Main_Tex ("Main_Tex", 2D) = "black" {} _edge_Tex ("edge_Tex", 2D) = "white" {} _range ("range", Range(-1, 10)) = 1 [HDR]_Edge_Color ("Edge_Color", Color) = (1,0,0,1) _Edge_location ("Edge_location", Range(0, 1)) = 0.5951924 _Edge_Width ("Edge_Width", Float ) = 0.06 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST; uniform float _range; uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST; uniform float _Edge_location; uniform float4 _Edge_Color; uniform float _Edge_Width; uniform float4 _Main_color; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); 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 ); float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex)); float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5)); clip(dis_Core_part - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); 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; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light float4 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex)); float3 diffuseColor = ((2.0*_Main_color.rgb)*_Main_Tex_var.rgb); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 node_2561 = dis_Core_part; float3 emissive = (_Edge_Color.rgb*(step(node_2561,_Edge_location)-step(node_2561,(_Edge_location-_Edge_Width)))); /// Final Color: float3 finalColor = diffuse + emissive; return fixed4(finalColor,1); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST; uniform float _range; uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST; uniform float _Edge_location; uniform float4 _Edge_Color; uniform float _Edge_Width; uniform float4 _Main_color; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); 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 ); float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex)); float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5)); clip(dis_Core_part - 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 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex)); float3 diffuseColor = ((2.0*_Main_color.rgb)*_Main_Tex_var.rgb); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse; return fixed4(finalColor * 1,0); } 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 #pragma target 3.0 uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST; uniform float _range; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float4 posWorld : TEXCOORD2; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); o.posWorld = mul(unity_ObjectToWorld, v.vertex); 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 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex)); float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5)); clip(dis_Core_part - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }