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- // 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"
- }
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