ToriaAssets/Sources/Shaders/Polygonmaker-AS-SkinCutout Forward DoubleSided.shader
2026-05-19 15:33:18 +02:00

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Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Polygonmaker/SkinCutout - Forward"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.5
_MainTex("Diffuse", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,0)
_ColorR("Color (R)", Color) = (1,1,1,0)
_ColorG("Color (G)", Color) = (1,1,1,0)
_ColorB("Color (B)", Color) = (1,1,1,0)
_TextureSample0("Color Mask (R,G,B)", 2D) = "white" {}
_MetallicGlossMap("Metallic (R), Gloss (Alpha)", 2D) = "black" {}
_Glossiness("Glossiness Intensity", Range( 0 , 2)) = 1
_BumpMap("Normal", 2D) = "bump" {}
_OcclusionMap("Occlusion (G)", 2D) = "white" {}
_EmissionMap("Emission", 2D) = "white" {}
_EmissionColor("Emission Color", Color) = (0,0,0,0)
_EmissionIntensity("Emission Intensity", Range( 0 , 10)) = 1
_SkinHairColor("Skin Hair - Color", Color) = (0.5,0.5,0.5,0)
_SkinHairIntensity("Skin Hair Intensity", Range( 0 , 5)) = 2
_SSS("SSS", Color) = (0.3529412,0,0,0)
_SkinMaskB("Skin Mask (B)", 2D) = "white" {}
[Header(Translucency)]
_Translucency("Strength", Range( 0 , 50)) = 1
_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
_TransDirect("Direct", Range( 0 , 1)) = 1
_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
_TransShadow("Shadow", Range( 0 , 1)) = 0.9
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Off
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
struct SurfaceOutputStandardCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
half3 Translucency;
};
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform float4 _ColorR;
uniform sampler2D _TextureSample0;
SamplerState sampler_TextureSample0;
uniform float4 _TextureSample0_ST;
uniform float4 _ColorG;
uniform float4 _ColorB;
uniform float4 _SkinHairColor;
uniform float _SkinHairIntensity;
uniform sampler2D _SkinMaskB;
SamplerState sampler_SkinMaskB;
uniform float4 _SkinMaskB_ST;
uniform float4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform float _EmissionIntensity;
uniform sampler2D _MetallicGlossMap;
SamplerState sampler_MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform float _Glossiness;
uniform sampler2D _OcclusionMap;
SamplerState sampler_OcclusionMap;
uniform float4 _OcclusionMap_ST;
uniform half _Translucency;
uniform half _TransNormalDistortion;
uniform half _TransScattering;
uniform half _TransDirect;
uniform half _TransAmbient;
uniform half _TransShadow;
uniform float4 _SSS;
uniform float _Cutoff = 0.5;
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
{
#if !DIRECTIONAL
float3 lightAtten = gi.light.color;
#else
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
#endif
half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
half4 c = half4( s.Albedo * translucency * _Translucency, 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) + c;
}
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
}
void surf( Input i , inout SurfaceOutputStandardCustom o )
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
o.Normal = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
float4 tex2DNode27 = tex2D( _TextureSample0, uv_TextureSample0 );
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float fresnelNdotV14 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode14 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV14, _SkinHairIntensity ) );
float2 uv_SkinMaskB = i.uv_texcoord * _SkinMaskB_ST.xy + _SkinMaskB_ST.zw;
float4 tex2DNode25 = tex2D( _SkinMaskB, uv_SkinMaskB );
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex );
o.Albedo = ( ( ( _ColorR * tex2DNode27.r ) + ( 1.0 - tex2DNode27.r ) ) * ( ( _ColorG * tex2DNode27.g ) + ( 1.0 - tex2DNode27.g ) ) * ( ( _ColorB * tex2DNode27.b ) + ( 1.0 - tex2DNode27.b ) ) * ( ( _SkinHairColor * fresnelNode14 * tex2DNode25.b ) + ( _Color * tex2DNode3 ) ) ).rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor * _EmissionIntensity ).rgb;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
o.Metallic = tex2DNode5.r;
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.Translucency = ( _SSS * tex2DNode25.b ).rgb;
o.Alpha = 1;
clip( tex2DNode3.a - _Cutoff );
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustom keepalpha 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"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
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;
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;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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WireConnection;24;1;16;0
WireConnection;38;0;31;0
WireConnection;38;1;39;0
WireConnection;43;0;33;0
WireConnection;43;1;44;0
WireConnection;42;0;32;0
WireConnection;42;1;40;0
WireConnection;10;0;6;0
WireConnection;10;1;8;0
WireConnection;10;2;11;0
WireConnection;26;0;13;0
WireConnection;26;1;25;3
WireConnection;22;0;5;4
WireConnection;22;1;23;0
WireConnection;51;0;38;0
WireConnection;51;1;42;0
WireConnection;51;2;43;0
WireConnection;51;3;24;0
WireConnection;0;0;51;0
WireConnection;0;1;4;0
WireConnection;0;2;10;0
WireConnection;0;3;5;1
WireConnection;0;4;22;0
WireConnection;0;5;20;2
WireConnection;0;7;26;0
WireConnection;0;10;3;4
ASEEND*/
//CHKSM=4A884EDE06DB489F628FE35E54AC5A91EF3259F9