ToriaAssets/Sources/Shaders/DecalBlend.shader
2026-05-19 15:33:18 +02:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TripleBrick/DecalBlend" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Strength ("Strength", Range(0, 2)) = 0.7
_DarkBrightBalance ("Dark Bright Balance", Range(0.3, 2)) = 0.3
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _Strength;
uniform float _DarkBrightBalance;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 screenPos : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.screenPos = o.pos;
return o;
}
float4 frag(VertexOutput i) : COLOR {
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5;
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
////// Lighting:
////// Emissive:
float4 node_8077 = sceneColor;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 node_925 = (_MainTex_var.rgb*1.0);
float node_7948 = 2.0;
float3 emissive = clamp((_DarkBrightBalance*lerp((1.0 - (((1.0 - node_8077.rgb)*(1.0 - node_925))*node_7948)),((node_925*node_8077.rgb)*node_7948),round(node_925))),0,1);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,pow((_MainTex_var.a*_Strength),(3.0-_Strength)));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
}