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m_LocalScale.y diff --git a/Assets/Shaders/AlphaBaseCol.shader b/Assets/Shaders/AlphaBaseCol.shader new file mode 100644 index 0000000..f147656 --- /dev/null +++ b/Assets/Shaders/AlphaBaseCol.shader @@ -0,0 +1,151 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Alpha/BaseCol" +{ + Properties + { + _Tex_alpha("Tex_alpha", 2D) = "white" {} + _TextureSample0("Texture Sample 0", 2D) = "white" {} + [HDR]_MainCol("MainCol", Color) = (0,5.415067,7.129738,0) + _BlendCol("BlendCol", Color) = (0.3540406,0.6023599,0.6415094,0) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } + Cull Off + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + struct Input + { + float2 uv_texcoord; + }; + + uniform float4 _BlendCol; + uniform sampler2D _Tex_alpha; + uniform float4 _Tex_alpha_ST; + uniform float4 _MainCol; + uniform sampler2D _TextureSample0; + uniform float4 _TextureSample0_ST; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_Tex_alpha = i.uv_texcoord * _Tex_alpha_ST.xy + _Tex_alpha_ST.zw; + float4 tex2DNode31 = tex2D( _Tex_alpha, uv_Tex_alpha ); + float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + float4 tex2DNode58 = tex2D( _TextureSample0, uv_TextureSample0 ); + float4 clampResult66 = clamp( ( ( _BlendCol * tex2DNode31 ) + ( _MainCol * tex2DNode58 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + o.Albedo = clampResult66.rgb; + float4 clampResult65 = clamp( ( tex2DNode31 + tex2DNode58 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + o.Alpha = clampResult65.r; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard 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; + float3 worldPos : TEXCOORD2; + 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 ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.worldPos = worldPos; + 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 = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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=18935 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--- /dev/null +++ b/Assets/Shaders/PBRBaseMaterial_DoubleSide.shader @@ -0,0 +1,100 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "PBR/BaseMaterial_DoubleSide" +{ + Properties + { + _Tex_D("Tex_D", 2D) = "white" {} + _BlendCol("BlendCol", Color) = (1,1,1,0) + _ColInt("Col Int", Range( 0 , 1)) = 0 + _Tex_R("Tex_R", 2D) = "white" {} + _SmoothInt("Smooth Int", Range( 0 , 1)) = 0 + _Tex_N("Tex_N", 2D) = "bump" {} + _NormalInt("Normal Int", Range( 0 , 5)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" } + Cull Off + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform sampler2D _Tex_N; + uniform float4 _Tex_N_ST; + uniform float _NormalInt; + uniform sampler2D _Tex_D; + uniform float4 _Tex_D_ST; + uniform float4 _BlendCol; + uniform float _ColInt; + uniform sampler2D _Tex_R; + uniform float4 _Tex_R_ST; + uniform float _SmoothInt; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_Tex_N = i.uv_texcoord * _Tex_N_ST.xy + _Tex_N_ST.zw; + float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N, uv_Tex_N ) ); + float3 appendResult42 = (float3(( tex2DNode2.r * _NormalInt ) , ( tex2DNode2.g * _NormalInt ) , tex2DNode2.b)); + o.Normal = appendResult42; + float2 uv_Tex_D = i.uv_texcoord * _Tex_D_ST.xy + _Tex_D_ST.zw; + float4 temp_cast_0 = ((1.0 + (_ColInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + o.Albedo = pow( ( tex2D( _Tex_D, uv_Tex_D ) * _BlendCol ) , temp_cast_0 ).rgb; + float2 uv_Tex_R = i.uv_texcoord * _Tex_R_ST.xy + _Tex_R_ST.zw; + o.Smoothness = pow( ( 1.0 - tex2D( _Tex_R, uv_Tex_R ).r ) , (1.0 + (_SmoothInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) ); + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN 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