ToriaAssets/Sources/Shaders/HairFadeCutout.shader

164 lines
5.5 KiB
Plaintext
Raw Permalink Normal View History

2026-05-06 15:07:56 +02:00
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Simple 2 Pass Hair Shader
// This shader blends a solid cutout and fade shader to try and produce reasonable looking hair.
// Made with components from the: Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "UMA/Hair Fade Cutout"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_MainTex("Diffuse/Alpha Map", 2D) = "white" {}
_MaskClipValue( "Cotout Clip Value", Range( 0 , 1) ) = 0.7
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpStrength("Bump Strength", Range( 0 , 1)) = 0.4
_MetallicStrength("Metallic Strength", Range (0,1) ) = 0.5
_MetallicAdd("Metallic Add", Range (0,1) ) = 0.0
_SmoothnessStrength("Smoothness Strength", Range (0,1)) = 0.5
_SmoothnessAdd("Smoothness Add",Range(0,1)) = 0.0
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
_FadeFactor("Fade Factor", Range(0,2)) = 2.0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
};
uniform float _MetallicAdd;
uniform float _MetallicStrength;
uniform float _SmoothnessStrength;
uniform float _SmoothnessAdd;
uniform float _BumpStrength;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform float _MaskClipValue = 0.5;
uniform float _FadeFactor;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
o.Albedo = tex2DNode1.xyz;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
o.Metallic = _MetallicAdd + (tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength);
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
o.Alpha = tex2DNode1.a;
clip( tex2DNode1.a - _MaskClipValue );
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha
ENDCG
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Off
ZTEST Less
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
void surf2( Input i , inout SurfaceOutputStandard o )
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap,uv_BumpMap) ,_BumpStrength );
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex,uv_MainTex);
o.Albedo = tex2DNode1.xyz;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
// o.Metallic = tex2D( _MetallicGlossMap,uv_MetallicGlossMap).x * _MetallicStrength;
o.Metallic = _MetallicAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).x * _MetallicStrength);
o.Smoothness = _SmoothnessAdd + (tex2D(_MetallicGlossMap, uv_MetallicGlossMap).a * _SmoothnessStrength);
o.Alpha = tex2DNode1.a * _FadeFactor;
}
ENDCG
CGPROGRAM
#pragma surface surf2 Standard alpha:fade keepalpha
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"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float3 worldPos : TEXCOORD6;
float4 tSpace0 : TEXCOORD1;
float4 tSpace1 : TEXCOORD2;
float4 tSpace2 : TEXCOORD3;
float4 texcoords01 : TEXCOORD4;
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_INITIALIZE_OUTPUT( v2f, o );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
fixed4 frag( v2f IN ) : SV_Target
{
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.texcoords01.xy;
float3 worldPos = IN.worldPos;
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
FallBack "Legacy Shaders/Transparent/Cutout/Bumped Diffuse"
}