// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Effects/SlimeCutOut" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) Emission Tex (A)", 2D) = "white" {} _CutOut ("CutOut (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "" { } _BumpMap ("Normalmap", 2D) = "bump" {} _BumpAmt ("Distortion", Float) = 10 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Offset -1,-1 Cull Off Fog { Mode Off} SubShader { GrabPass { Name "BASE" Tags { "LightMode" = "Always" } } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _BumpMap; sampler2D _CutOut; samplerCUBE _Cube; float _BumpAmt; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _Color; float4 _ReflectColor; float _FPOW; float _R0; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; half2 uv_MainTex: TEXCOORD0; half2 uv_BumpMap : TEXCOORD1; half2 uv_CutOut : TEXCOORD2; half4 proj : TEXCOORD3; half3 normalDir : TEXCOORD4; half3 tangentSpaceLightDir : TEXCOORD5; fixed4 color : COLOR; }; float4 _MainTex_ST; float4 _BumpMap_ST; float4 _CutOut_ST; v2f vert (appdata_full v) { v2f o; o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap); o.uv_CutOut = TRANSFORM_TEX(v.texcoord, _CutOut); o.vertex = UnityObjectToClipPos(v.vertex); #if UNITY_UV_STARTS_AT_TOP half scale = -1.0; #else half scale = 1.0; #endif o.proj.xy = (half2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; o.proj.zw = o.vertex.zw; o.proj.zw = o.vertex.w; #if UNITY_SINGLE_PASS_STEREO o.proj.xy = TransformStereoScreenSpaceTex(o.proj.xy, o.proj.w); #endif o.color = v.color; float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w; float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal ); o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz); o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex))); return o; } fixed4 frag (v2f i) : COLOR { half4 tex = tex2D(_MainTex, i.uv_MainTex); half4 c = tex * _Color; half4 cut = tex2D(_CutOut, i.uv_CutOut); half3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap)); float3 reflectedDir = reflect(i.tangentSpaceLightDir, i.normalDir)*normal; half4 reflcol = texCUBE (_Cube, reflectedDir); reflcol *= tex.a; half2 offset = normal.rg * _BumpAmt * _GrabTexture_TexelSize.xy * i.color.a; i.proj.xy = offset * i.proj.z + i.proj.xy; half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.proj)); fixed gray = col.r * 0.3 + col.g * 0.59 + col.b * 0.11; half3 emission = col.rgb*_Color.rgb + reflcol.rgb * _ReflectColor.rgb * _ReflectColor.a * gray * i.color.a; return fixed4(emission, cut.a * _Color.a * i.color.r); } ENDCG } } } }