345 lines
14 KiB
Plaintext
345 lines
14 KiB
Plaintext
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Shader "NatureManufacture Shaders/Ice Lake/Ice Shader Metalic Lake Translucency"
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{
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Properties
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{
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_RefractionPower("Refraction Power", Range( 0 , 1)) = 0.155
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[Header(Translucency)]
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
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_IceTexture("Ice Texture", 2D) = "white" {}
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_IceColorTop("Ice Color Top", Color) = (1,1,1,1)
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_IceColorBackground("Ice Color Background", Color) = (1,1,1,1)
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_BackGroundIceBlend("BackGround Ice Blend", Range( 0 , 1)) = 0.6
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_WaterDepth("Water Depth", Range( 0 , 5)) = 0.7
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_ShalowColor("Shalow Color", Color) = (1,1,1,0)
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_Smoothness("Smoothness", Range( 0 , 2)) = 0.85
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_ShadowMetallicPower("Shadow Metallic Power", Range( 0 , 1)) = 0
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_IceNormal("Ice Normal", 2D) = "bump" {}
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_IceNormalScale("Ice Normal Scale", Range( 0 , 2)) = 1
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_IceNoiseTiling("Ice Noise Tiling", Range( 0 , 100)) = 15
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_NoisePower("Noise Power", Range( 0 , 2)) = 1
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_IceDepth("Ice Depth", Range( 0 , 1)) = 0.057
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_IceAmountOpacity("Ice Amount (Opacity)", Range( 0 , 1)) = 1
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_WaterFalloff("Water Falloff", Range( 0 , 3)) = 0.8
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_ShadowPower("Shadow Power", Range( 0 , 5)) = 2
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_RefractionColor("Refraction Color", Color) = (0.1029411,0.1121703,0.117647,1)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+999" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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BlendOp Add
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GrabPass{ "_GrabScreen1" }
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#include "NM_indirect.cginc"
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma instancing_options procedural:setup
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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half3 viewDir;
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INTERNAL_DATA
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float3 worldPos;
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float4 screenPos;
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float4 vertexColor : COLOR;
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};
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struct SurfaceOutputStandardCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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half3 Translucency;
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};
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uniform float _IceNormalScale;
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uniform sampler2D _IceNormal;
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uniform float4 _IceNormal_ST;
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uniform float4 _ShalowColor;
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uniform sampler2D _IceTexture;
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uniform float _IceDepth;
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uniform float4 _IceTexture_ST;
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uniform float4 _IceColorBackground;
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uniform float _BackGroundIceBlend;
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uniform float4 _IceColorTop;
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uniform float _IceNoiseTiling;
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uniform float _NoisePower;
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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uniform float4 _CameraDepthTexture_TexelSize;
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uniform float _WaterDepth;
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uniform float _WaterFalloff;
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uniform float4 _RefractionColor;
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uniform float _ShadowPower;
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uniform sampler2D _GrabScreen1;
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uniform float _RefractionPower;
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uniform float _ShadowMetallicPower;
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uniform float _Smoothness;
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uniform half _Translucency;
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uniform half _TransNormalDistortion;
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uniform half _TransScattering;
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uniform half _TransDirect;
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uniform half _TransAmbient;
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uniform half _TransShadow;
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uniform float _IceAmountOpacity;
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float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
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float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
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float snoise( float3 v )
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{
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const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
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float3 i = floor( v + dot( v, C.yyy ) );
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float3 x0 = v - i + dot( i, C.xxx );
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float3 g = step( x0.yzx, x0.xyz );
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float3 l = 1.0 - g;
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float3 i1 = min( g.xyz, l.zxy );
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float3 i2 = max( g.xyz, l.zxy );
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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i = mod3D289( i);
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float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
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float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
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float4 x_ = floor( j / 7.0 );
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float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 h = 1.0 - abs( x ) - abs( y );
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float4 b0 = float4( x.xy, y.xy );
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float4 b1 = float4( x.zw, y.zw );
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float4 s0 = floor( b0 ) * 2.0 + 1.0;
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float4 s1 = floor( b1 ) * 2.0 + 1.0;
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float4 sh = -step( h, 0.0 );
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3( a0.xy, h.x );
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float3 g1 = float3( a0.zw, h.y );
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float3 g2 = float3( a1.xy, h.z );
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float3 g3 = float3( a1.zw, h.w );
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float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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m = m* m;
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m = m* m;
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float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
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return 42.0 * dot( m, px);
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}
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inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
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{
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#if defined(DIRECTIONAL)
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float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, _TransShadow);
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#else
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float3 lightAtten = gi.light.color;
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#endif
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half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
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half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
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half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
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half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
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SurfaceOutputStandard r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Metallic = s.Metallic;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandard (r, viewDir, gi) + c;
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}
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inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
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gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardCustom o )
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{
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float2 uv_IceNormal = i.uv_texcoord * _IceNormal_ST.xy + _IceNormal_ST.zw;
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float3 tex2DNode17 = UnpackScaleNormal( tex2D( _IceNormal, uv_IceNormal ), _IceNormalScale );
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o.Normal = tex2DNode17;
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float temp_output_242_0 = ( _IceDepth * 0.5 );
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float2 temp_cast_0 = (( temp_output_242_0 * 2.0 )).xx;
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float cos247 = cos( 0.6 );
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float sin247 = sin( 0.6 );
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float2 rotator247 = mul( temp_cast_0 - float2( 0.5,0.5 ) , float2x2( cos247 , -sin247 , sin247 , cos247 )) + float2( 0.5,0.5 );
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float4 tex2DNode234 = tex2D( _IceTexture, ( rotator247 + float2( 0.7,0.3 ) ) );
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float2 uv0_IceTexture = i.uv_texcoord * _IceTexture_ST.xy + _IceTexture_ST.zw;
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float2 Offset238 = ( ( 0.0 - 1 ) * i.viewDir.xy * temp_output_242_0 ) + uv0_IceTexture;
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float cos244 = cos( 0.6 );
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float sin244 = sin( 0.6 );
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float2 rotator244 = mul( ( Offset238 * float2( 2,2 ) ) - float2( 0.5,0.5 ) , float2x2( cos244 , -sin244 , sin244 , cos244 )) + float2( 0.5,0.5 );
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float4 lerpResult235 = lerp( tex2DNode234 , ( tex2D( _IceTexture, rotator244 ) * _IceColorBackground ) , _BackGroundIceBlend);
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float4 blendOpSrc236 = tex2DNode234;
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float4 blendOpDest236 = lerpResult235;
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float4 temp_output_268_0 = ( tex2D( _IceTexture, uv0_IceTexture ) * _IceColorTop );
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float2 Offset201 = ( ( 0.0 - 1 ) * i.viewDir.xy * _IceDepth ) + uv0_IceTexture;
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float4 lerpResult228 = lerp( temp_output_268_0 , ( tex2D( _IceTexture, Offset201 ) * _IceColorBackground ) , _BackGroundIceBlend);
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float4 blendOpSrc230 = temp_output_268_0;
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float4 blendOpDest230 = lerpResult228;
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float4 temp_output_230_0 = ( saturate( max( blendOpSrc230, blendOpDest230 ) ));
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float3 ase_worldPos = i.worldPos;
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float simplePerlin3D306 = snoise( ( ase_worldPos / _IceNoiseTiling ) );
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float4 lerpResult249 = lerp( ( saturate( max( blendOpSrc236, blendOpDest236 ) )) , temp_output_230_0 , simplePerlin3D306);
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float4 lerpResult252 = lerp( float4( 0,0,0,0 ) , lerpResult249 , _NoisePower);
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float4 blendOpSrc243 = lerpResult252;
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float4 blendOpDest243 = temp_output_230_0;
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float4 clampResult229 = clamp( ( saturate( max( blendOpSrc243, blendOpDest243 ) )) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float eyeDepth310 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture,UNITY_PROJ_COORD( ase_screenPos )));
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float temp_output_94_0 = saturate( pow( ( abs( ( eyeDepth310 - ase_screenPos.w ) ) * _WaterDepth ) , _WaterFalloff ) );
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float4 lerpResult13 = lerp( _ShalowColor , clampResult229 , temp_output_94_0);
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float4 lerpResult93 = lerp( lerpResult13 , clampResult229 , temp_output_94_0);
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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half4 screenColor294 = tex2D( _GrabScreen1, ( (ase_screenPosNorm).xy + (( tex2DNode17 * _RefractionPower )).xy ) );
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float decodeFloatRGBA292 = DecodeFloatRGBA( ( 1.0 - screenColor294 ) );
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float4 temp_cast_2 = (pow( ( decodeFloatRGBA292 - 0.1 ) , 4.0 )).xxxx;
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float decodeFloatRGBA284 = DecodeFloatRGBA( temp_cast_2 );
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float lerpResult287 = lerp( 0.0 , _ShadowPower , decodeFloatRGBA284);
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float clampResult288 = clamp( lerpResult287 , 0.0 , 1.0 );
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float4 lerpResult283 = lerp( lerpResult93 , _RefractionColor , clampResult288);
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o.Albedo = lerpResult283.rgb;
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float temp_output_317_0 = _ShadowMetallicPower;
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o.Metallic = temp_output_317_0;
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o.Smoothness = _Smoothness;
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o.Translucency = lerpResult93.rgb;
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float lerpResult264 = lerp( 0.0 , 1.0 , temp_output_94_0);
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o.Alpha = ( ( i.vertexColor.a * lerpResult264 ) * _IceAmountOpacity );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustom keepalpha fullforwardshadows exclude_path:deferred
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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half4 color : COLOR0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
|
||
|
|
v2f vert( appdata_full v )
|
||
|
|
{
|
||
|
|
v2f o;
|
||
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
||
|
|
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||
|
|
Input 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;
|
||
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||
|
|
o.screenPos = ComputeScreenPos( o.pos );
|
||
|
|
o.color = v.color;
|
||
|
|
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;
|
||
|
|
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||
|
|
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||
|
|
surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
|
||
|
|
surfIN.worldPos = worldPos;
|
||
|
|
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||
|
|
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||
|
|
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||
|
|
surfIN.screenPos = IN.screenPos;
|
||
|
|
surfIN.vertexColor = IN.color;
|
||
|
|
SurfaceOutputStandardCustom o;
|
||
|
|
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, 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"
|
||
|
|
}
|