// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Hair05" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} [HideInInspector]_Glossiness ("Smoothness", Range(0,1)) = 0.5 [HideInInspector]_Metallic ("Metallic", Range(0,1)) = 0.0 _Density ("Fur Density", Range(0,12)) = 1 _Volume ("Fur Volume", Range(-10,10)) = 0.0 _Fuziness ("Fur Fuziness", Range(0,1)) = 0.5 _FurDepth("Fur Base", Range(0,1)) = 0.5 [HideInInspector]_FurLight("Fur Light", Range(0,1)) = 0.5 [HideInInspector]_Threshold("Threshold", Range(0,1)) = 0.25 _Cutoff ("Shadow", Range(0,1)) = 0.5 } SubShader{ Tags { "Queue"="Transparent" "RenderType"="Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite OFF Cull OFF CGPROGRAM #pragma vertex vert #pragma geometry geom #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _CameraDepthTexture; //Depth Texture uniform float _Metallic; //HAIR uniform int _Density; uniform float _Volume; uniform float _Fuziness; uniform float _FurLight; uniform float _Threshold; uniform float _FurDepth; #define TAM 36 struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal: NORMAL; }; struct v2g { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal: NORMAL; float4 projPos : TEXCOORD1; float4 worldPos : TEXCOORD2; }; struct g2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float3 normal: NORMAL; float4 projPos : TEXCOORD1; float4 worldPos : TEXCOORD2; }; v2g vert(VertexInput v) { v2g o; o.vertex = v.vertex; o.uv = v.uv; o.normal = v.normal; o.worldPos = mul(unity_ObjectToWorld, v.vertex); float4 pos = UnityObjectToClipPos(v.vertex); o.projPos = ComputeScreenPos(pos); return o; } [maxvertexcount(TAM)] //point || triangle void geom(triangle v2g p[3], inout TriangleStream triStream){ g2f tri; for (int j = 0; j < _Density; j++){ for (int k = 0; k < 3; k++){ float4 adjust = float4( p[k].vertex.xyz + p[k].normal * _Volume * j, p[k].vertex.w); tri.pos = UnityObjectToClipPos(adjust); tri.uv = p[k].uv; tri.normal = p[k].normal; tri.worldPos = p[k].worldPos; tri.projPos = p[k].projPos; triStream.Append(tri); } triStream.RestartStrip(); } } half4 frag(g2f input) : SV_Target { float4 mainTex = tex2D(_MainTex, input.uv); float4 output = float4(1,1,1,1); //NORMAL float3 N = normalize(input.normal); float3 V = normalize(_WorldSpaceCameraPos.xyz - input.worldPos.xyz); float NdotL = max(dot(-N, V), dot(N, V)); //DEPTH //Get the distance to the camera from the depth buffer for this point float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(input.projPos)).r); float partZ = input.projPos.z; float depth = clamp( pow((abs(sceneZ - partZ)) / _Threshold, 1), 0 , 1); output.rgb = mainTex.rgb; //float depth = clamp( pow((abs(sceneZ - partZ)) / _Threshold, 1), 0 , 1); //float alpha = mainTex.a - (1 - _Fuziness); //alpha = lerp(alpha, mainTex.a, pow(1 - depth, 1.3 - NdotL)); //float fur_inside = pow(clamp( pow((abs(sceneZ - partZ)) / _Threshold, 1), 0 , 1), 1.3 - NdotL); //output.rgb = lerp(float3(1,0,0), float3(0,1,0), alpha); //output.a = lerp(0, alpha, pow(depth, 1.3 - NdotL)); float silhouette = pow(depth, 1.3 - NdotL); float furFuziness = clamp(mainTex.a + (_Fuziness - 0.5), 0,1); float furRoot = pow(clamp( pow((abs(sceneZ - partZ)) / (1-_FurDepth), 1), 0 , 1), 1.3 - NdotL); float furLight = clamp(mainTex.a - (_FurLight + 0.5), 0, 1); furLight = lerp(mainTex.a, furLight, silhouette); float test = 1; output.rgb = mainTex.rgb; //output.rgb = lerp( float3(0,1,0), float3(1,0,0), furLight);// 1-furLight); //output.rgb = mainTex.rgb + (1-furLight)*float3(1,1,1); //output.rgb = lerp(float3(1,0,0), float3(0,1,0), furLight); output.a = mainTex.a; output.a = lerp(0, output.a, furRoot); output.a = lerp(0, output.a, furFuziness); output.a = lerp(0, output.a, test); return output; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Cutoff; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); clip(_MainTex_var.a - (1-_Cutoff)); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } //FallBack "Diffuse" }