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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.36
// 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
/*SF_DATA;ver:1.36;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.01027249,fgcg:0.2571382,fgcb:0.2794118,fgca:1,fgde:0.85,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|normal-9138-RGB,custl-1941-OUT;n:type:ShaderForge.SFN_NormalVector,id:9684,x:31862,y:32782,prsc:2,pt:True;n:type:ShaderForge.SFN_Dot,id:7782,x:32070,y:32704,cmnt:Lambert,varname:node_7782,prsc:2,dt:1|A-5124-XYZ,B-9684-OUT;n:type:ShaderForge.SFN_Tex2d,id:851,x:32070,y:32349,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:True,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1941,x:32577,y:32709,cmnt:Diffuse Contribution,varname:node_1941,prsc:2|A-544-OUT,B-7782-OUT,C-1955-OUT,D-16-OUT;n:type:ShaderForge.SFN_Color,id:5927,x:32070,y:32534,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:544,x:32268,y:32448,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-5927-RGB;n:type:ShaderForge.SFN_Tex2d,id:9138,x:32862,y:32648,ptovrint:False,ptlb:BumpMap,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:True,tagnrm:True,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Vector4Property,id:5124,x:31609,y:32667,ptovrint:False,ptlb:L,ptin:_L,varname:_L,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0,v2:0,v3:1,v4:0;n:type:ShaderForge.SFN_Sqrt,id:1955,x:32248,y:32796,varname:node_1955,prsc:2|IN-2048-OUT;n:type:ShaderForge.SFN_Dot,id:2048,x:32070,y:32923,cmnt:Lambert,varname:node_2048,prsc:2,dt:1|A-5124-XYZ,B-5811-OUT;n:type:ShaderForge.SFN_NormalVector,id:5811,x:31836,y:32965,prsc:2,pt:False;n:type:ShaderForge.SFN_Slider,id:16,x:32193,y:32968,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:_Intensity,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:1,max:100;proporder:851-5927-9138-5124-16;pass:END;sub:END;*/
Shader "Fog Volume/Moon" {
Properties {
[NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {}
_Color ("Color", Color) = (0.5,0.5,0.5,1)
[NoScaleOffset][Normal]_BumpMap ("BumpMap", 2D) = "bump" {}
_L ("L", Vector) = (0,0,1,0)
_Intensity ("Intensity", Range(1, 100)) = 1
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
uniform sampler2D _MainTex;
uniform float4 _Color;
uniform sampler2D _BumpMap;
uniform float4 _L;
uniform float _Intensity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float3 normalDir : TEXCOORD1;
float3 tangentDir : TEXCOORD2;
float3 bitangentDir : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
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.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,i.uv0));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
////// Lighting:
float4 _MainTex_var = tex2D(_MainTex,i.uv0);
float3 finalColor = ((_MainTex_var.rgb*_Color.rgb)*max(0,dot(_L.rgb,normalDirection))*sqrt(max(0,dot(_L.rgb,i.normalDir)))*_Intensity);
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
//CustomEditor "ShaderForgeMaterialInspector"
}