// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polygonmaker/Ice" { Properties { _Color("Main Color, Opacity (Alpha)", Color) = (1,1,1,0) _MainTex("Diffuse", 2D) = "white" {} _Glossiness1("Opacity Intensity", Range( 0 , 2)) = 1 _MetallicGlossMap("Metallic (R), AO (G), Gloss (Alpha)", 2D) = "black" {} _OcclusionMap("AO (G)", 2D) = "black" {} _Glossiness("Glossiness Intensity", Range( 0 , 2)) = 1 _MetallicIntensity("Metallic Intensity", Range( 0 , 2)) = 1 _BumpMap("Normal", 2D) = "bump" {} _EmissionMap("Emission", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0) [HDR]_Transmission("Transmission", Color) = (0,0,0,0) _RefractionIntensity("Refraction Intensity", Range( 0 , 2)) = 1 [Header(Refraction)] _ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" } Cull Back ZWrite On Blend SrcAlpha OneMinusSrcAlpha GrabPass{ } CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile _ALPHAPREMULTIPLY_ON struct Input { float2 uv_texcoord; float4 screenPos; float3 worldPos; }; struct SurfaceOutputStandardCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; half3 Transmission; }; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform float4 _EmissionColor; uniform sampler2D _MetallicGlossMap; SamplerState sampler_MetallicGlossMap; uniform float4 _MetallicGlossMap_ST; uniform float _MetallicIntensity; uniform float _Glossiness; uniform sampler2D _OcclusionMap; SamplerState sampler_OcclusionMap; uniform float4 _OcclusionMap_ST; uniform float4 _Transmission; uniform float _Glossiness1; SamplerState sampler_MainTex; uniform sampler2D _GrabTexture; uniform float _ChromaticAberration; uniform float _RefractionIntensity; inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) { half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission; half4 d = half4(s.Albedo * transmission , 0); SurfaceOutputStandard r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Metallic = s.Metallic; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandard (r, viewDir, gi) + d; } inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); #else UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); #endif } inline float4 Refraction( Input i, SurfaceOutputStandardCustom o, float indexOfRefraction, float chomaticAberration ) { float3 worldNormal = o.Normal; float4 screenPos = i.screenPos; #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float halfPosW = screenPos.w * 0.5; screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW; #if SHADER_API_D3D9 || SHADER_API_D3D11 screenPos.w += 0.00000000001; #endif float2 projScreenPos = ( screenPos / screenPos.w ).xy; float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float3 refractionOffset = ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ); float2 cameraRefraction = float2( refractionOffset.x, refractionOffset.y ); float4 redAlpha = tex2D( _GrabTexture, ( projScreenPos + cameraRefraction ) ); float green = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g; float blue = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b; return float4( redAlpha.r, green, blue, redAlpha.a ); } void RefractionF( Input i, SurfaceOutputStandardCustom o, inout half4 color ) { #ifdef UNITY_PASS_FORWARDBASE float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); color.rgb = color.rgb + Refraction( i, o, ( tex2DNode4 * _RefractionIntensity ).x, _ChromaticAberration ) * ( 1 - color.a ); color.a = 1; #endif } void surf( Input i , inout SurfaceOutputStandardCustom o ) { o.Normal = float3(0,0,1); float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); o.Normal = tex2DNode4; float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); o.Albedo = ( _Color * tex2DNode1 ).rgb; float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb; float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw; float4 tex2DNode5 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap ); o.Metallic = ( tex2DNode5.r * _MetallicIntensity ); o.Smoothness = ( tex2DNode5.a * _Glossiness ); float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw; o.Occlusion = tex2D( _OcclusionMap, uv_OcclusionMap ).g; o.Transmission = _Transmission.rgb; float clampResult17 = clamp( ( _Color.a * _Glossiness1 * tex2DNode1.a ) , 0.0 , 1.0 ); o.Alpha = clampResult17; o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos; } ENDCG CGPROGRAM #pragma surface surf StandardCustom keepalpha finalcolor:RefractionF fullforwardshadows exclude_path:deferred 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; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 screenPos : 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; 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.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); 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 = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.screenPos = IN.screenPos; 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" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18500 28.66667;95.33334;1391;1118;1427.741;522.939;1.390233;True;True Node;AmplifyShaderEditor.RangedFloatNode;12;-957.775,-323.255;Float;False;Property;_Glossiness1;Opacity Intensity;3;0;Create;False;0;0;False;0;False;1;0.44;0;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;2;-967.9222,-224.2775;Float;False;Property;_Color;Main Color, Opacity (Alpha);0;0;Create;False;0;0;False;0;False;1,1,1,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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