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- // 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"
- }
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