// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/DitheringFade" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.74 _Albedo("Albedo", 2D) = "white" {} [NoScaleOffset]_Normal("Normal", 2D) = "bump" {} [NoScaleOffset]_Specular("Specular", 2D) = "white" {} [NoScaleOffset]_Occlusion("Occlusion", 2D) = "white" {} _StartDitheringFade("Start Dithering Fade", Float) = 0 _EndDitheringFade("End Dithering Fade", Float) = 1 _Float0("Float 0", Float) = 1 _Color0("Color 0", Color) = (0.0518868,0.1491979,1,0.1921569) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" } Cull Back ZTest LEqual CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float eyeDepth; float4 screenPosition; }; uniform sampler2D _Normal; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform half4 _Color0; uniform float _Float0; uniform sampler2D _Specular; uniform sampler2D _Occlusion; uniform float _StartDitheringFade; uniform float _EndDitheringFade; uniform float _Cutoff = 0.74; inline float Dither8x8Bayer( int x, int y ) { const float dither[ 64 ] = { 1, 49, 13, 61, 4, 52, 16, 64, 33, 17, 45, 29, 36, 20, 48, 32, 9, 57, 5, 53, 12, 60, 8, 56, 41, 25, 37, 21, 44, 28, 40, 24, 3, 51, 15, 63, 2, 50, 14, 62, 35, 19, 47, 31, 34, 18, 46, 30, 11, 59, 7, 55, 10, 58, 6, 54, 43, 27, 39, 23, 42, 26, 38, 22}; int r = y * 8 + x; return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic } void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z; float4 ase_screenPos = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) ); o.screenPosition = ase_screenPos; } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv0_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; o.Normal = UnpackNormal( tex2D( _Normal, uv0_Albedo ) ); half4 temp_output_74_0 = ( tex2D( _Albedo, uv0_Albedo ) * _Color0 * _Color0.a * _Float0 ); o.Albedo = temp_output_74_0.rgb; o.Specular = tex2D( _Specular, uv0_Albedo ).rgb; o.Occlusion = tex2D( _Occlusion, uv0_Albedo ).r; o.Alpha = temp_output_74_0.r; half temp_output_65_0 = ( _StartDitheringFade + _ProjectionParams.y ); float4 ase_screenPos = i.screenPosition; half4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; half2 clipScreen26 = ase_screenPosNorm.xy * _ScreenParams.xy; half dither26 = Dither8x8Bayer( fmod(clipScreen26.x, 8), fmod(clipScreen26.y, 8) ); clip( ( ( ( i.eyeDepth + -temp_output_65_0 ) / ( _EndDitheringFade - temp_output_65_0 ) ) - dither26 ) - _Cutoff ); } ENDCG CGPROGRAM #pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc 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; float3 customPack1 : TEXCOORD1; float4 customPack2 : TEXCOORD2; float3 worldPos : TEXCOORD3; float4 tSpace0 : TEXCOORD4; float4 tSpace1 : TEXCOORD5; float4 tSpace2 : TEXCOORD6; 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; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.customPack1.z = customInputData.eyeDepth; o.customPack2.xyzw = customInputData.screenPosition; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 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; surfIN.eyeDepth = IN.customPack1.z; surfIN.screenPosition = IN.customPack2.xyzw; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18000 138;603;1314;779;-420.926;1214.484;1;True;False Node;AmplifyShaderEditor.CommentaryNode;36;-614.4681,147.5472;Inherit;False;1047.541;403.52;Scale depth from start to 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