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NoeNoe Emission Scroll.shader
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NoeNoe Emission Scroll.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.37
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Lighting,ptin:_DynamicToonLighting,varname:node_215,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-3734-OUT,B-8141-OUT;n:type:ShaderForge.SFN_Vector1,id:3734,x:33109,y:33444,varname:node_3734,prsc:2,v1:1;n:type:ShaderForge.SFN_Dot,id:1272,x:31806,y:33500,varname:node_1272,prsc:2,dt:0|A-6416-OUT,B-5398-OUT;n:type:ShaderForge.SFN_Append,id:2538,x:32121,y:33500,varname:node_2538,prsc:2|A-949-OUT,B-9839-OUT;n:type:ShaderForge.SFN_Vector1,id:9839,x:31965,y:33619,varname:node_9839,prsc:2,v1:0.2;n:type:ShaderForge.SFN_Tex2d,id:4652,x:32284,y:33500,varname:_Ramp_copy,prsc:2,tex:dda255c6e7ca25c4da940fccb27f832d,ntxv:0,isnm:False|UVIN-2538-OUT,TEX-1083-TEX;n:type:ShaderForge.SFN_Desaturate,id:2631,x:32450,y:33500,varname:node_2631,prsc:2|COL-4652-RGB;n:type:ShaderForge.SFN_Add,id:9162,x:32615,y:33500,varname:node_9162,prsc:2|A-2631-OUT,B-5836-OUT;n:type:ShaderForge.SFN_Vector1,id:5836,x:32450,y:33619,varname:node_5836,prsc:2,v1:0.8;n:type:ShaderForge.SFN_Posterize,id:1997,x:32958,y:33500,varname:node_1997,prsc:2|IN-2777-OUT,STPS-9409-OUT;n:type:ShaderForge.SFN_Vector1,id:9409,x:32781,y:33616,varname:node_9409,prsc:2,v1:3;n:type:ShaderForge.SFN_Clamp01,id:2777,x:32781,y:33500,varname:node_2777,prsc:2|IN-9162-OUT;n:type:ShaderForge.SFN_Clamp01,id:949,x:31965,y:33500,varname:node_949,prsc:2|IN-1272-OUT;n:type:ShaderForge.SFN_Subtract,id:8141,x:33109,y:33500,varname:node_8141,prsc:2|A-1997-OUT,B-7802-OUT;n:type:ShaderForge.SFN_Vector1,id:7802,x:32958,y:33616,varname:node_7802,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Tex2dAsset,id:1083,x:32121,y:33323,ptovrint:False,ptlb:Ramp,ptin:_Ramp,varname:node_2423,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:dda255c6e7ca25c4da940fccb27f832d,ntxv:0,isnm:False;proporder:7241-9151-6611-1689-2514-5322-1516-6331-1275-4622-1083-7272-6792-1116-4067-4793-9899-894-1805;pass:END;sub:END;*/
Shader "Okano/NoeNoe/Emission Scroll" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main texture (RGB)", 2D) = "white" {}
_CrossfadeSurfaceOverlay ("Crossfade Surface / Overlay", Range(0, 2)) = 1
_TileOverlay ("Tile Overlay", 2D) = "white" {}
_TileSpeedX ("Tile Speed X", Range(-1, 1)) = 0
_TileSpeedY ("Tile Speed Y", Range(-1, 1)) = 0
_CubemapOverlay ("Cubemap Overlay", Cube) = "_Skybox" {}
_CrossfadeTileCubemap ("Crossfade Tile / Cubemap", Range(0, 2)) = 0
[MaterialToggle] _DynamicToonLighting ("Dynamic Toon Lighting", Float ) = 1
_StaticToonLight ("Static Toon Light", Vector) = (0,0,0,0)
_Ramp ("Ramp", 2D) = "white" {}
[MaterialToggle] _NoLightShading ("No Light Shading", Float ) = 0
_EmissionMap ("Emission Map", 2D) = "white" {}
_Emission ("Emission", Range(0, 10)) = 0
_Intensity ("Intensity", Range(0, 10)) = 1
_NormalMap ("Normal Map", 2D) = "bump" {}
_OutlineWidth ("Outline Width", Float ) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
[MaterialToggle] _ScreenSpaceOutline ("Screen-Space Outline", Float ) = 0
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "Outline"
Tags {
}
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float _OutlineWidth;
uniform fixed _ScreenSpaceOutline;
uniform float4 _OutlineColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float node_8257 = (_OutlineWidth*0.001);
o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*lerp( node_8257, (distance(_WorldSpaceCameraPos,mul(unity_ObjectToWorld, v.vertex).rgb)*node_8257), _ScreenSpaceOutline ),1) );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
return fixed4(_OutlineColor.rgb,0);
}
ENDCG
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float4 _Color;
uniform sampler2D _TileOverlay; uniform float4 _TileOverlay_ST;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _CrossfadeSurfaceOverlay;
uniform float _TileSpeedX;
uniform float _TileSpeedY;
uniform samplerCUBE _CubemapOverlay;
uniform float _CrossfadeTileCubemap;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Intensity;
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform fixed _NoLightShading;
uniform float4 _StaticToonLight;
uniform fixed _DynamicToonLighting;
uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
////// Emissive:
float2 node_4737 = float2(saturate(dot(normalDirection,_StaticToonLight.rgb)),0.2);
float4 node_6405 = tex2D(_Ramp,TRANSFORM_TEX(node_4737, _Ramp));
float node_9074 = 3.0;
float2 node_2538 = float2(saturate(dot(normalDirection,lightDirection)),0.2);
float4 _Ramp_copy = tex2D(_Ramp,TRANSFORM_TEX(node_2538, _Ramp));
float node_9409 = 3.0;
float node_7920 = 1.0;
float node_6078 = 1.0;
float3 node_769 = viewDirection.rgb;
float node_9795 = 0.1;
float4 node_47 = _Time + _TimeEditor;
float3 node_4810 = viewDirection.brg;
float2 node_1431 = ((float2((node_9795*_TileSpeedX),(node_9795*_TileSpeedY))*node_47.g)+(1.0 - float2(((atan2(node_4810.r,node_4810.g)/6.28318530718)+0.5),(acos(node_4810.b)/(-1*3.141592654)))).rg);
float4 _TileOverlay_var = tex2D(_TileOverlay,TRANSFORM_TEX(node_1431, _TileOverlay));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(node_1431, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_Emission);
float3 finalColor = emissive + (_Intensity*saturate((lerp( Function_node_3693( float3(0,1,0) ), 0.0, _NoLightShading )+(_LightColor0.rgb*attenuation)))*(floor(saturate((dot(node_6405.rgb,float3(0.3,0.59,0.11))+0.8)) * node_9074) / (node_9074 - 1)-0.5)*lerp( 1.0, (floor(saturate((dot(_Ramp_copy.rgb,float3(0.3,0.59,0.11))+0.8)) * node_9409) / (node_9409 - 1)-0.5), _DynamicToonLighting )*lerp(lerp(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),dot(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),float3(0.3,0.59,0.11)),(-0.5)),dot(lerp(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),dot(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),float3(0.3,0.59,0.11)),(-0.5)),float3(0.3,0.59,0.11)),(1.0 - _Color.a)));
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float4 _Color;
uniform sampler2D _TileOverlay; uniform float4 _TileOverlay_ST;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _CrossfadeSurfaceOverlay;
uniform float _TileSpeedX;
uniform float _TileSpeedY;
uniform samplerCUBE _CubemapOverlay;
uniform float _CrossfadeTileCubemap;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Intensity;
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform fixed _NoLightShading;
uniform float4 _StaticToonLight;
uniform fixed _DynamicToonLighting;
uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float2 node_4737 = float2(saturate(dot(normalDirection,_StaticToonLight.rgb)),0.2);
float4 node_6405 = tex2D(_Ramp,TRANSFORM_TEX(node_4737, _Ramp));
float node_9074 = 3.0;
float2 node_2538 = float2(saturate(dot(normalDirection,lightDirection)),0.2);
float4 _Ramp_copy = tex2D(_Ramp,TRANSFORM_TEX(node_2538, _Ramp));
float node_9409 = 3.0;
float node_7920 = 1.0;
float node_6078 = 1.0;
float3 node_769 = viewDirection.rgb;
float node_9795 = 0.1;
float4 node_47 = _Time + _TimeEditor;
float3 node_4810 = viewDirection.brg;
float2 node_1431 = ((float2((node_9795*_TileSpeedX),(node_9795*_TileSpeedY))*node_47.g)+(1.0 - float2(((atan2(node_4810.r,node_4810.g)/6.28318530718)+0.5),(acos(node_4810.b)/(-1*3.141592654)))).rg);
float4 _TileOverlay_var = tex2D(_TileOverlay,TRANSFORM_TEX(node_1431, _TileOverlay));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 finalColor = (_Intensity*saturate((lerp( Function_node_3693( float3(0,1,0) ), 0.0, _NoLightShading )+(_LightColor0.rgb*attenuation)))*(floor(saturate((dot(node_6405.rgb,float3(0.3,0.59,0.11))+0.8)) * node_9074) / (node_9074 - 1)-0.5)*lerp( 1.0, (floor(saturate((dot(_Ramp_copy.rgb,float3(0.3,0.59,0.11))+0.8)) * node_9409) / (node_9409 - 1)-0.5), _DynamicToonLighting )*lerp(lerp(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),dot(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),float3(0.3,0.59,0.11)),(-0.5)),dot(lerp(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),dot(((lerp(float3(node_7920,node_7920,node_7920),(lerp(float3(node_6078,node_6078,node_6078),(texCUBE(_CubemapOverlay,float3(node_769.r,(node_769.g*(-1.0)),node_769.b)).rgb*2.0),saturate(_CrossfadeTileCubemap))*lerp(float3(node_6078,node_6078,node_6078),_TileOverlay_var.rgb,saturate((node_6078+(1.0 - _CrossfadeTileCubemap))))),saturate(_CrossfadeSurfaceOverlay))*lerp(float3(node_7920,node_7920,node_7920),_MainTex_var.rgb,saturate((node_7920+(1.0 - _CrossfadeSurfaceOverlay)))))*_Color.rgb*1.0),float3(0.3,0.59,0.11)),(-0.5)),float3(0.3,0.59,0.11)),(1.0 - _Color.a)));
return fixed4(finalColor * 1,0);
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
o.Emission = (_EmissionMap_var.rgb*_Emission);
float3 diffColor = float3(0,0,0);
o.Albedo = diffColor;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}