// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "PBR_material" { Properties { _Main_Tex("Main_Tex", 2D) = "white" {} _Base_Col("Base_Col", Color) = (1,1,1,0) _Normal_Tex("Normal_Tex", 2D) = "bump" {} _Normal_Int("Normal_Int", Range( 0 , 2)) = 1.5 _Normal_Detail_Tex("Normal_Detail_Tex", 2D) = "bump" {} _Normal_Detail_Int("Normal_Detail_Int", Range( 0 , 2)) = 1 _Smooth_Int("Smooth_Int", Range( 0 , 1)) = 0.5 _OutLineCol("OutLineCol", Color) = (1,1,1,0) [Toggle(_OUTLINE_ONOFF_ON)] _OutLine_onoff("OutLine_on/off", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Off CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma shader_feature_local _OUTLINE_ONOFF_ON #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 }; uniform sampler2D _Normal_Tex; uniform float4 _Normal_Tex_ST; uniform float _Normal_Int; uniform sampler2D _Normal_Detail_Tex; uniform float4 _Normal_Detail_Tex_ST; uniform float _Normal_Detail_Int; uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST; uniform float4 _Base_Col; uniform float4 _OutLineCol; uniform float _Smooth_Int; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Normal_Tex = i.uv_texcoord * _Normal_Tex_ST.xy + _Normal_Tex_ST.zw; float2 uv_Normal_Detail_Tex = i.uv_texcoord * _Normal_Detail_Tex_ST.xy + _Normal_Detail_Tex_ST.zw; o.Normal = ( ( UnpackNormal( tex2D( _Normal_Tex, uv_Normal_Tex ) ) * _Normal_Int ) + ( UnpackNormal( tex2D( _Normal_Detail_Tex, uv_Normal_Detail_Tex ) ) * _Normal_Detail_Int ) ); float2 uv_Main_Tex = i.uv_texcoord * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float4 temp_output_3_0 = ( tex2D( _Main_Tex, uv_Main_Tex ) * _Base_Col ); float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float fresnelNdotV25 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode25 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV25, 1.0 ) ); float4 lerpResult31 = lerp( temp_output_3_0 , ( fresnelNode25 * _OutLineCol ) , fresnelNode25); #ifdef _OUTLINE_ONOFF_ON float4 staticSwitch29 = lerpResult31; #else float4 staticSwitch29 = temp_output_3_0; #endif o.Albedo = staticSwitch29.rgb; o.Smoothness = _Smooth_Int; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard 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" 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; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18935 1920;0;1920;1019;2317.362;742.3854;2.650575;True;True 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