Shader "Ciconia Studio/CS_Standard/Builtin/Standard (Specular setup)/Transparent" { Properties { [Space(35)][Header(Surface Options )] [Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back" [Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On" [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual" [Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0) _Color("Color", Color) = (1,1,1,0) [Toggle]_InvertABaseColor("Invert Alpha", Float) = 0 _MainTex("Base Color", 2D) = "white" {} _Saturation("Saturation", Float) = 0 _Brightness("Brightness", Range( 1 , 8)) = 1 [Space(35)]_BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Normal Intensity", Float) = 0.3 [Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0) _SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {} _SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2 _Glossiness("Smoothness", Range( 0 , 2)) = 0.5 [Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0 [Space(35)]_ParallaxMap("Height Map", 2D) = "white" {} _Parallax("Height Scale", Range( -0.1 , 0.1)) = 0 [Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {} _AoIntensity("Ao Intensity", Range( 0 , 2)) = 1 [HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0) _EmissionMap("Emission Map", 2D) = "white" {} _EmissionIntensity("Intensity", Range( 0 , 2)) = 1 [Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0 [Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0 [Space(15)][Toggle]_EnableTriplanarProjection("Enable Triplanar Projection", Float) = 1 [KeywordEnum(ObjectSpace,WorldSpace)] _TriplanarSpaceProjection("Space Projection", Float) = 0 _TriplanarFalloff("Falloff", Float) = 20 _TriplanarXYTilingXYZWOffsetXY("Triplanar --> XY(TilingXY) - ZW(OffsetXY) ", Vector) = (1,1,0,0) [Toggle]_InvertMask("Invert Mask", Float) = 0 _DetailMask("Detail Mask", 2D) = "white" {} _IntensityMask("Intensity", Range( 0 , 1)) = 1 [Space(15)]_ContrastDetailMap("Contrast", Float) = 0 _SpreadDetailMap("Spread", Float) = 0 [Space(35)][Header(Detail Properties)][Space(15)][Toggle]_BlendmodeOverlay("Blend mode Overlay", Float) = 0 [Space(35)]_DetailColor("Color", Color) = (1,1,1,0) _DetailAlbedoMap("Base Color", 2D) = "white" {} _DetailSaturation("Saturation", Float) = 0 _DetailBrightness("Brightness", Range( 1 , 8)) = 1 [Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} _DetailNormalMap("Normal Map", 2D) = "bump" {} _DetailNormalMapScale("Scale", Float) = 0.3 [Space(35)]_DetailSpecularColor("Specular Color", Color) = (1,1,1,0) _DetailSpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {} _DetailSpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2 _DetailGlossiness("Smoothness", Range( 0 , 2)) = 0.5 [Space(10)][KeywordEnum(SpecularAlpha,AlbedoAlpha)] _DetailSource("Source", Float) = 0 [Space(15)][Toggle]_UseAoFromMainProperties("Use Ao From Main Properties", Float) = 1 [Toggle]_UseEmissionFromMainProperties("Use Emission From Main Properties", Float) = 1 [Space(35)][Header(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0 [Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0 _TransparentMask("Transparent Mask", 2D) = "white" {} _IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0 [Space(15)]_ContrastTransparentMap("Contrast", Float) = 0 _SpreadTransparentMap("Spread", Float) = 0 [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull[_Cull] ZWrite[_ZWrite] ZTest [_ZTest] CGINCLUDE #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature_local _TRIPLANARSPACEPROJECTION_OBJECTSPACE _TRIPLANARSPACEPROJECTION_WORLDSPACE #pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA #pragma shader_feature_local _DETAILSOURCE_SPECULARALPHA _DETAILSOURCE_ALBEDOALPHA #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 viewDir; INTERNAL_DATA half ASEVFace : VFACE; float3 worldPos; float3 worldNormal; }; uniform float _BlendMainNormal; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _GlobalXYTilingXYZWOffsetXY; uniform sampler2D _ParallaxMap; uniform float4 _ParallaxMap_ST; uniform float _Parallax; uniform float _BumpScale; uniform sampler2D _DetailNormalMap; uniform float4 _DetailNormalMap_ST; uniform float _DetailNormalMapScale; uniform float _EnableDetailMask; uniform float _ContrastDetailMap; uniform float _InvertMask; uniform float _EnableTriplanarProjection; uniform sampler2D _DetailMask; uniform float4 _TriplanarXYTilingXYZWOffsetXY; uniform float _SpreadDetailMap; uniform float _IntensityMask; uniform float _VisualizeMask; uniform float _BlendmodeOverlay; uniform float _Brightness; uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Saturation; uniform float _DetailBrightness; uniform float4 _DetailColor; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform float _DetailSaturation; uniform float _UseEmissionFromMainProperties; uniform float4 _EmissionColor; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform float _EmissionIntensity; uniform float4 _SpecularColor; uniform sampler2D _SpecGlossMap; uniform float4 _SpecGlossMap_ST; uniform float _SpecularIntensity; uniform float4 _DetailSpecularColor; uniform sampler2D _DetailSpecGlossMap; uniform float4 _DetailSpecGlossMap_ST; uniform float _DetailSpecularIntensity; uniform float _Glossiness; uniform float _InvertABaseColor; uniform float _DetailGlossiness; uniform float _UseAoFromMainProperties; uniform sampler2D _OcclusionMap; uniform float4 _OcclusionMap_ST; uniform float _AoIntensity; uniform float _ContrastTransparentMap; uniform float _InvertTransparent; uniform float _UseBaseColorAlpha; uniform sampler2D _TransparentMask; uniform float4 _TransparentMask_ST; uniform float _SpreadTransparentMap; uniform float _IntensityTransparentMap; UNITY_INSTANCING_BUFFER_START(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent) UNITY_DEFINE_INSTANCED_PROP(float, _TriplanarFalloff) #define _TriplanarFalloff_arr CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent UNITY_INSTANCING_BUFFER_END(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent) inline float4 TriplanarSampling393( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 break26_g619 = uv_BumpMap; float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 ); float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 ); float2 appendResult14_g619 = (float2(( break26_g619.x * GlobalTilingX11 ) , ( break26_g619.y * GlobalTilingY8 ))); float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z; float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w; float2 appendResult13_g619 = (float2(( break26_g619.x + GlobalOffsetX10 ) , ( break26_g619.y + GlobalOffsetY9 ))); float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw; float2 break26_g467 = uv_ParallaxMap; float2 appendResult14_g467 = (float2(( break26_g467.x * GlobalTilingX11 ) , ( break26_g467.y * GlobalTilingY8 ))); float2 appendResult13_g467 = (float2(( break26_g467.x + GlobalOffsetX10 ) , ( break26_g467.y + GlobalOffsetY9 ))); float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g467 + appendResult13_g467 ) ).g).xxxx; float2 paralaxOffset36_g466 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir ); float2 switchResult47_g466 = (((i.ASEVFace>0)?(paralaxOffset36_g466):(0.0))); float2 Parallaxe368 = switchResult47_g466; float3 temp_output_245_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g619 + appendResult13_g619 ) + Parallaxe368 ) ), _BumpScale ); float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale ); float4 temp_cast_2 = (0.0).xxxx; float2 appendResult389 = (float2(_TriplanarXYTilingXYZWOffsetXY.x , _TriplanarXYTilingXYZWOffsetXY.y)); float _TriplanarFalloff_Instance = UNITY_ACCESS_INSTANCED_PROP(_TriplanarFalloff_arr, _TriplanarFalloff); float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) ); #if defined(_TRIPLANARSPACEPROJECTION_OBJECTSPACE) float3 staticSwitch386 = ase_vertex3Pos; #elif defined(_TRIPLANARSPACEPROJECTION_WORLDSPACE) float3 staticSwitch386 = ase_worldPos; #else float3 staticSwitch386 = ase_vertex3Pos; #endif float2 appendResult385 = (float2(_TriplanarXYTilingXYZWOffsetXY.z , _TriplanarXYTilingXYZWOffsetXY.w)); float4 triplanar393 = TriplanarSampling393( _DetailMask, ( staticSwitch386 + float3( appendResult385 , 0.0 ) ), ase_vertexNormal, _TriplanarFalloff_Instance, appendResult389, 1.0, 0 ); float4 clampResult407 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _InvertMask )?( ( 1.0 - (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ) ):( (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float MaskIntensity405 = _IntensityMask; float4 Mask158 = (( _EnableDetailMask )?( ( clampResult407 * MaskIntensity405 ) ):( temp_cast_2 )); float3 lerpResult137 = lerp( temp_output_245_0 , NormalDetail155 , Mask158.rgb); float3 lerpResult205 = lerp( temp_output_245_0 , BlendNormals( temp_output_245_0 , NormalDetail155 ) , Mask158.rgb); float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 )); o.Normal = Normal27; float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float2 break26_g614 = uv_MainTex; float2 appendResult14_g614 = (float2(( break26_g614.x * GlobalTilingX11 ) , ( break26_g614.y * GlobalTilingY8 ))); float2 appendResult13_g614 = (float2(( break26_g614.x + GlobalOffsetX10 ) , ( break26_g614.y + GlobalOffsetY9 ))); float4 tex2DNode7_g613 = tex2D( _MainTex, ( ( appendResult14_g614 + appendResult13_g614 ) + Parallaxe368 ) ); float clampResult27_g613 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g613 = ( _Color * tex2DNode7_g613 ).rgb; float desaturateDot29_g613 = dot( desaturateInitialColor29_g613, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g613 = lerp( desaturateInitialColor29_g613, desaturateDot29_g613.xxx, -clampResult27_g613 ); float4 temp_output_338_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g613 , 0.0 )); float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float4 tex2DNode7_g468 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ); float clampResult27_g468 = clamp( _DetailSaturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g468 = ( _DetailColor * tex2DNode7_g468 ).rgb; float desaturateDot29_g468 = dot( desaturateInitialColor29_g468, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g468 = lerp( desaturateInitialColor29_g468, desaturateDot29_g468.xxx, -clampResult27_g468 ); float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g468 , 0.0 )); float4 lerpResult343 = lerp( temp_output_338_0 , AlbedoDetail153 , Mask158); float4 blendOpSrc15_g624 = temp_output_338_0; float4 blendOpDest15_g624 = lerpResult343; float4 lerpBlendMode15_g624 = lerp(blendOpDest15_g624,(( blendOpDest15_g624 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest15_g624 ) * ( 1.0 - blendOpSrc15_g624 ) ) : ( 2.0 * blendOpDest15_g624 * blendOpSrc15_g624 ) ),Mask158.x); float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( (( _BlendmodeOverlay )?( ( saturate( lerpBlendMode15_g624 )) ):( lerpResult343 )) )); o.Albedo = Albedo26.rgb; float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; float2 break26_g623 = uv_EmissionMap; float2 appendResult14_g623 = (float2(( break26_g623.x * GlobalTilingX11 ) , ( break26_g623.y * GlobalTilingY8 ))); float2 appendResult13_g623 = (float2(( break26_g623.x + GlobalOffsetX10 ) , ( break26_g623.y + GlobalOffsetY9 ))); float4 temp_output_248_0 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g623 + appendResult13_g623 ) + Parallaxe368 ) ) * _EmissionIntensity ); float4 temp_cast_21 = (0.0).xxxx; float4 lerpResult190 = lerp( temp_output_248_0 , temp_cast_21 , Mask158); float4 Emission110 = (( _UseEmissionFromMainProperties )?( temp_output_248_0 ):( lerpResult190 )); o.Emission = Emission110.rgb; float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw; float2 break26_g626 = uv_SpecGlossMap; float2 appendResult14_g626 = (float2(( break26_g626.x * GlobalTilingX11 ) , ( break26_g626.y * GlobalTilingY8 ))); float2 appendResult13_g626 = (float2(( break26_g626.x + GlobalOffsetX10 ) , ( break26_g626.y + GlobalOffsetY9 ))); float4 tex2DNode3_g625 = tex2D( _SpecGlossMap, ( ( appendResult14_g626 + appendResult13_g626 ) + Parallaxe368 ) ); float2 uv_DetailSpecGlossMap = i.uv_texcoord * _DetailSpecGlossMap_ST.xy + _DetailSpecGlossMap_ST.zw; float4 tex2DNode3_g617 = tex2D( _DetailSpecGlossMap, uv_DetailSpecGlossMap ); float4 DetailMetallic176 = ( _DetailSpecularColor * tex2DNode3_g617 * _DetailSpecularIntensity ); float4 lerpResult179 = lerp( ( _SpecularColor * tex2DNode3_g625 * _SpecularIntensity ) , DetailMetallic176 , Mask158); float4 Specular41 = lerpResult179; o.Specular = Specular41.rgb; float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g613.a ) ):( tex2DNode7_g613.a )); #if defined(_SOURCE_SPECULARALPHA) float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness ); #elif defined(_SOURCE_BASECOLORALPHA) float staticSwitch31_g625 = ( _Glossiness * BaseColorAlpha46 ); #else float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness ); #endif float DetailBaseColorAlpha170 = tex2DNode7_g468.a; #if defined(_DETAILSOURCE_SPECULARALPHA) float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness ); #elif defined(_DETAILSOURCE_ALBEDOALPHA) float staticSwitch31_g617 = ( _DetailGlossiness * DetailBaseColorAlpha170 ); #else float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness ); #endif float DetailSmoothness175 = staticSwitch31_g617; float lerpResult182 = lerp( staticSwitch31_g625 , DetailSmoothness175 , Mask158.r); float Smoothness40 = lerpResult182; o.Smoothness = Smoothness40; float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw; float2 break26_g621 = uv_OcclusionMap; float2 appendResult14_g621 = (float2(( break26_g621.x * GlobalTilingX11 ) , ( break26_g621.y * GlobalTilingY8 ))); float2 appendResult13_g621 = (float2(( break26_g621.x + GlobalOffsetX10 ) , ( break26_g621.y + GlobalOffsetY9 ))); float blendOpSrc2_g620 = tex2D( _OcclusionMap, ( ( appendResult14_g621 + appendResult13_g621 ) + Parallaxe368 ) ).r; float blendOpDest2_g620 = ( 1.0 - _AoIntensity ); float temp_output_247_0 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g620 ) * ( 1.0 - blendOpDest2_g620 ) ) )); float lerpResult185 = lerp( temp_output_247_0 , 1.0 , Mask158.r); float AmbientOcclusion94 = (( _UseAoFromMainProperties )?( temp_output_247_0 ):( lerpResult185 )); o.Occlusion = AmbientOcclusion94; float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw; float4 tex2DNode8_g627 = tex2D( _TransparentMask, uv_TransparentMask ); float4 temp_cast_26 = (BaseColorAlpha46).xxxx; float4 temp_cast_27 = (BaseColorAlpha46).xxxx; float4 clampResult24_g627 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_27 ):( tex2DNode8_g627 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_26 ):( tex2DNode8_g627 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) ); float4 Transparent358 = ( clampResult24_g627 * ( 1.0 - _IntensityTransparentMap ) ); o.Alpha = Transparent358.r; } ENDCG CGPROGRAM #pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows 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; 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.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; 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; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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" }