// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "LightWeapons" { Properties { [HDR]_Col1("Col1", Color) = (0,2.65098,4,0) [HDR]_Col2("Col2", Color) = (5.340313,5.340313,5.340313,0) [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back AlphaToMask On CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float3 worldPos; float3 worldNormal; }; uniform float4 _Col1; uniform float4 _Col2; void surf( Input i , inout SurfaceOutputStandard o ) { float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = i.worldNormal; float fresnelNdotV2 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode2 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV2, 2.33 ) ); float4 lerpResult3 = lerp( _Col1 , _Col2 , fresnelNode2); o.Emission = lerpResult3.rgb; o.Alpha = ( 1.0 - fresnelNode2 ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On AlphaToMask Off 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; float3 worldPos : TEXCOORD1; float3 worldNormal : 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 ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.worldNormal = worldNormal; 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 ); float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = IN.worldNormal; 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 0;0;1920;1011;1350.528;349.9775;1;True;True Node;AmplifyShaderEditor.ColorNode;1;-889.0449,-278.3215;Inherit;False;Property;_Col1;Col1;0;1;[HDR];Create;True;0;0;0;False;0;False;0,2.65098,4,0;0,2.65098,4,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;4;-882.0449,-46.32153;Inherit;False;Property;_Col2;Col2;1;1;[HDR];Create;True;0;0;0;False;0;False;5.340313,5.340313,5.340313,0;5.340313,5.340313,5.340313,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.FresnelNode;2;-1162.045,208.6785;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;2.33;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;3;-479.0449,-19.32153;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.OneMinusNode;5;-671.531,363.5955;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-99,-80;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;LightWeapons;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;18;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;True;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;3;0;1;0 WireConnection;3;1;4;0 WireConnection;3;2;2;0 WireConnection;5;0;2;0 WireConnection;0;2;3;0 WireConnection;0;9;5;0 ASEEND*/ //CHKSM=036B29337F696131C9113FADA96E7C769721EBF6