ab_rongjie2.shader 14 KB

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  1. // Shader created with Shader Forge v1.38
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33577,y:32278,varname:node_4013,prsc:2|diff-9710-OUT,emission-645-OUT,clip-6295-OUT;n:type:ShaderForge.SFN_ObjectPosition,id:5809,x:31761,y:32587,varname:node_5809,prsc:2;n:type:ShaderForge.SFN_Subtract,id:6016,x:32275,y:32665,varname:node_6016,prsc:2|A-9860-OUT,B-1801-XYZ;n:type:ShaderForge.SFN_Subtract,id:4220,x:32474,y:32752,varname:node_4220,prsc:2|A-6016-OUT,B-7775-OUT;n:type:ShaderForge.SFN_Tex2d,id:1109,x:32139,y:32860,ptovrint:False,ptlb:edge_Tex,ptin:_edge_Tex,varname:node_1109,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:1306,x:31696,y:32746,ptovrint:False,ptlb:range,ptin:_range,varname:node_1306,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:1,max:10;n:type:ShaderForge.SFN_FragmentPosition,id:1801,x:32046,y:32728,varname:node_1801,prsc:2;n:type:ShaderForge.SFN_Vector1,id:1586,x:32159,y:33035,varname:node_1586,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Multiply,id:7775,x:32322,y:32904,varname:node_7775,prsc:2|A-1109-R,B-1586-OUT;n:type:ShaderForge.SFN_Tex2d,id:2535,x:32819,y:32116,ptovrint:False,ptlb:Main_Tex,ptin:_Main_Tex,varname:node_2535,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Step,id:1563,x:32351,y:32234,varname:node_1563,prsc:2|A-2561-OUT,B-2565-OUT;n:type:ShaderForge.SFN_Slider,id:2565,x:31705,y:32285,ptovrint:False,ptlb:Edge_location,ptin:_Edge_location,varname:node_2565,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5951924,max:1;n:type:ShaderForge.SFN_Subtract,id:5688,x:32104,y:32368,varname:node_5688,prsc:2|A-2565-OUT,B-2148-OUT;n:type:ShaderForge.SFN_Step,id:9006,x:32271,y:32408,varname:node_9006,prsc:2|A-2561-OUT,B-5688-OUT;n:type:ShaderForge.SFN_Subtract,id:5907,x:32558,y:32446,varname:node_5907,prsc:2|A-1563-OUT,B-9006-OUT;n:type:ShaderForge.SFN_Multiply,id:645,x:32754,y:32390,varname:node_645,prsc:2|A-1839-RGB,B-5907-OUT;n:type:ShaderForge.SFN_Color,id:1839,x:32611,y:32234,ptovrint:False,ptlb:Edge_Color,ptin:_Edge_Color,varname:node_1839,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_ValueProperty,id:2148,x:31844,y:32447,ptovrint:False,ptlb:Edge_Width,ptin:_Edge_Width,varname:node_2148,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.06;n:type:ShaderForge.SFN_Set,id:3321,x:32500,y:32904,varname:dis_Core_part,prsc:2|IN-4220-OUT;n:type:ShaderForge.SFN_Get,id:2561,x:32024,y:32223,varname:node_2561,prsc:2|IN-3321-OUT;n:type:ShaderForge.SFN_Get,id:6295,x:32681,y:32893,varname:node_6295,prsc:2|IN-3321-OUT;n:type:ShaderForge.SFN_Add,id:9860,x:32047,y:32601,varname:node_9860,prsc:2|A-5809-XYZ,B-1306-OUT;n:type:ShaderForge.SFN_Color,id:9970,x:32902,y:31981,ptovrint:False,ptlb:Main_color,ptin:_Main_color,varname:node_9970,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:9710,x:33296,y:32143,varname:node_9710,prsc:2|A-8861-OUT,B-2535-RGB;n:type:ShaderForge.SFN_Vector1,id:3757,x:33057,y:31807,varname:node_3757,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:8861,x:33204,y:31823,varname:node_8861,prsc:2|A-3757-OUT,B-9970-RGB;proporder:9970-2535-1109-1306-1839-2565-2148;pass:END;sub:END;*/
  5. Shader "NZY/ab_rongjie2" {
  6. Properties {
  7. [HDR]_Main_color ("Main_color", Color) = (0.5,0.5,0.5,1)
  8. _Main_Tex ("Main_Tex", 2D) = "black" {}
  9. _edge_Tex ("edge_Tex", 2D) = "white" {}
  10. _range ("range", Range(-1, 10)) = 1
  11. [HDR]_Edge_Color ("Edge_Color", Color) = (1,0,0,1)
  12. _Edge_location ("Edge_location", Range(0, 1)) = 0.5951924
  13. _Edge_Width ("Edge_Width", Float ) = 0.06
  14. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  15. }
  16. SubShader {
  17. Tags {
  18. "Queue"="AlphaTest"
  19. "RenderType"="TransparentCutout"
  20. }
  21. Pass {
  22. Name "FORWARD"
  23. Tags {
  24. "LightMode"="ForwardBase"
  25. }
  26. Cull Off
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #define UNITY_PASS_FORWARDBASE
  31. #include "UnityCG.cginc"
  32. #include "AutoLight.cginc"
  33. #pragma multi_compile_fwdbase_fullshadows
  34. #pragma only_renderers d3d9 d3d11 glcore gles
  35. #pragma target 3.0
  36. uniform float4 _LightColor0;
  37. uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST;
  38. uniform float _range;
  39. uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST;
  40. uniform float _Edge_location;
  41. uniform float4 _Edge_Color;
  42. uniform float _Edge_Width;
  43. uniform float4 _Main_color;
  44. struct VertexInput {
  45. float4 vertex : POSITION;
  46. float3 normal : NORMAL;
  47. float2 texcoord0 : TEXCOORD0;
  48. };
  49. struct VertexOutput {
  50. float4 pos : SV_POSITION;
  51. float2 uv0 : TEXCOORD0;
  52. float4 posWorld : TEXCOORD1;
  53. float3 normalDir : TEXCOORD2;
  54. LIGHTING_COORDS(3,4)
  55. };
  56. VertexOutput vert (VertexInput v) {
  57. VertexOutput o = (VertexOutput)0;
  58. o.uv0 = v.texcoord0;
  59. o.normalDir = UnityObjectToWorldNormal(v.normal);
  60. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  61. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  62. float3 lightColor = _LightColor0.rgb;
  63. o.pos = UnityObjectToClipPos( v.vertex );
  64. TRANSFER_VERTEX_TO_FRAGMENT(o)
  65. return o;
  66. }
  67. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  68. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  69. float faceSign = ( facing >= 0 ? 1 : -1 );
  70. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  71. i.normalDir = normalize(i.normalDir);
  72. i.normalDir *= faceSign;
  73. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  74. float3 normalDirection = i.normalDir;
  75. float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex));
  76. float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5));
  77. clip(dis_Core_part - 0.5);
  78. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  79. float3 lightColor = _LightColor0.rgb;
  80. ////// Lighting:
  81. float attenuation = LIGHT_ATTENUATION(i);
  82. float3 attenColor = attenuation * _LightColor0.xyz;
  83. /////// Diffuse:
  84. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  85. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  86. float3 indirectDiffuse = float3(0,0,0);
  87. indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
  88. float4 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex));
  89. float3 diffuseColor = ((2.0*_Main_color.rgb)*_Main_Tex_var.rgb);
  90. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  91. ////// Emissive:
  92. float3 node_2561 = dis_Core_part;
  93. float3 emissive = (_Edge_Color.rgb*(step(node_2561,_Edge_location)-step(node_2561,(_Edge_location-_Edge_Width))));
  94. /// Final Color:
  95. float3 finalColor = diffuse + emissive;
  96. return fixed4(finalColor,1);
  97. }
  98. ENDCG
  99. }
  100. Pass {
  101. Name "FORWARD_DELTA"
  102. Tags {
  103. "LightMode"="ForwardAdd"
  104. }
  105. Blend One One
  106. Cull Off
  107. CGPROGRAM
  108. #pragma vertex vert
  109. #pragma fragment frag
  110. #define UNITY_PASS_FORWARDADD
  111. #include "UnityCG.cginc"
  112. #include "AutoLight.cginc"
  113. #pragma multi_compile_fwdadd_fullshadows
  114. #pragma only_renderers d3d9 d3d11 glcore gles
  115. #pragma target 3.0
  116. uniform float4 _LightColor0;
  117. uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST;
  118. uniform float _range;
  119. uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST;
  120. uniform float _Edge_location;
  121. uniform float4 _Edge_Color;
  122. uniform float _Edge_Width;
  123. uniform float4 _Main_color;
  124. struct VertexInput {
  125. float4 vertex : POSITION;
  126. float3 normal : NORMAL;
  127. float2 texcoord0 : TEXCOORD0;
  128. };
  129. struct VertexOutput {
  130. float4 pos : SV_POSITION;
  131. float2 uv0 : TEXCOORD0;
  132. float4 posWorld : TEXCOORD1;
  133. float3 normalDir : TEXCOORD2;
  134. LIGHTING_COORDS(3,4)
  135. };
  136. VertexOutput vert (VertexInput v) {
  137. VertexOutput o = (VertexOutput)0;
  138. o.uv0 = v.texcoord0;
  139. o.normalDir = UnityObjectToWorldNormal(v.normal);
  140. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  141. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  142. float3 lightColor = _LightColor0.rgb;
  143. o.pos = UnityObjectToClipPos( v.vertex );
  144. TRANSFER_VERTEX_TO_FRAGMENT(o)
  145. return o;
  146. }
  147. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  148. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  149. float faceSign = ( facing >= 0 ? 1 : -1 );
  150. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  151. i.normalDir = normalize(i.normalDir);
  152. i.normalDir *= faceSign;
  153. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  154. float3 normalDirection = i.normalDir;
  155. float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex));
  156. float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5));
  157. clip(dis_Core_part - 0.5);
  158. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  159. float3 lightColor = _LightColor0.rgb;
  160. ////// Lighting:
  161. float attenuation = LIGHT_ATTENUATION(i);
  162. float3 attenColor = attenuation * _LightColor0.xyz;
  163. /////// Diffuse:
  164. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  165. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  166. float4 _Main_Tex_var = tex2D(_Main_Tex,TRANSFORM_TEX(i.uv0, _Main_Tex));
  167. float3 diffuseColor = ((2.0*_Main_color.rgb)*_Main_Tex_var.rgb);
  168. float3 diffuse = directDiffuse * diffuseColor;
  169. /// Final Color:
  170. float3 finalColor = diffuse;
  171. return fixed4(finalColor * 1,0);
  172. }
  173. ENDCG
  174. }
  175. Pass {
  176. Name "ShadowCaster"
  177. Tags {
  178. "LightMode"="ShadowCaster"
  179. }
  180. Offset 1, 1
  181. Cull Off
  182. CGPROGRAM
  183. #pragma vertex vert
  184. #pragma fragment frag
  185. #define UNITY_PASS_SHADOWCASTER
  186. #include "UnityCG.cginc"
  187. #include "Lighting.cginc"
  188. #pragma fragmentoption ARB_precision_hint_fastest
  189. #pragma multi_compile_shadowcaster
  190. #pragma only_renderers d3d9 d3d11 glcore gles
  191. #pragma target 3.0
  192. uniform sampler2D _edge_Tex; uniform float4 _edge_Tex_ST;
  193. uniform float _range;
  194. struct VertexInput {
  195. float4 vertex : POSITION;
  196. float2 texcoord0 : TEXCOORD0;
  197. };
  198. struct VertexOutput {
  199. V2F_SHADOW_CASTER;
  200. float2 uv0 : TEXCOORD1;
  201. float4 posWorld : TEXCOORD2;
  202. };
  203. VertexOutput vert (VertexInput v) {
  204. VertexOutput o = (VertexOutput)0;
  205. o.uv0 = v.texcoord0;
  206. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  207. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  208. o.pos = UnityObjectToClipPos( v.vertex );
  209. TRANSFER_SHADOW_CASTER(o)
  210. return o;
  211. }
  212. float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
  213. float isFrontFace = ( facing >= 0 ? 1 : 0 );
  214. float faceSign = ( facing >= 0 ? 1 : -1 );
  215. float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
  216. float4 _edge_Tex_var = tex2D(_edge_Tex,TRANSFORM_TEX(i.uv0, _edge_Tex));
  217. float3 dis_Core_part = (((objPos.rgb+_range)-i.posWorld.rgb)-(_edge_Tex_var.r*0.5));
  218. clip(dis_Core_part - 0.5);
  219. SHADOW_CASTER_FRAGMENT(i)
  220. }
  221. ENDCG
  222. }
  223. }
  224. FallBack "Diffuse"
  225. CustomEditor "ShaderForgeMaterialInspector"
  226. }