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392 lines
22 KiB
Plaintext
392 lines
22 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.36
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.36;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,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:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:False,qofs:0,qpre:0,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,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:34368,y:32448,varname:node_9361,prsc:2|diff-544-OUT,gloss-5328-OUT,normal-314-OUT,emission-9319-OUT,clip-851-A;n:type:ShaderForge.SFN_LightAttenuation,id:8068,x:32734,y:33086,varname:node_8068,prsc:2;n:type:ShaderForge.SFN_LightColor,id:3406,x:32734,y:32952,varname:node_3406,prsc:2;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_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,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Slider,id:5328,x:32406,y:33157,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Gloss,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Color,id:4865,x:33431,y:32195,ptovrint:False,ptlb:Spec Color,ptin:_SpecColor,varname:_SpecColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,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:8871,x:32265,y:33324,ptovrint:False,ptlb:BumpMap,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:True,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Multiply,id:314,x:32607,y:33367,varname:node_314,prsc:2|A-8871-RGB,B-3745-VFACE;n:type:ShaderForge.SFN_FaceSign,id:3745,x:32389,y:33588,varname:node_3745,prsc:2,fstp:1;n:type:ShaderForge.SFN_FaceSign,id:4490,x:33106,y:32954,varname:node_4490,prsc:2,fstp:0;n:type:ShaderForge.SFN_Dot,id:1778,x:32957,y:32620,cmnt:backlight,varname:node_1778,prsc:2,dt:1|A-31-OUT,B-7899-OUT;n:type:ShaderForge.SFN_NormalVector,id:8028,x:32524,y:32707,prsc:2,pt:False;n:type:ShaderForge.SFN_LightVector,id:4210,x:32573,y:32514,varname:node_4210,prsc:2;n:type:ShaderForge.SFN_Negate,id:31,x:32748,y:32579,varname:node_31,prsc:2|IN-4210-OUT;n:type:ShaderForge.SFN_Multiply,id:7899,x:32758,y:32740,varname:node_7899,prsc:2|A-8028-OUT,B-3745-VFACE;n:type:ShaderForge.SFN_ViewVector,id:642,x:32389,y:32808,varname:node_642,prsc:2;n:type:ShaderForge.SFN_Multiply,id:8400,x:33577,y:32587,varname:node_8400,prsc:2|A-4861-OUT,B-544-OUT,C-700-OUT,D-544-OUT,E-3167-RGB;n:type:ShaderForge.SFN_Slider,id:700,x:33012,y:32773,ptovrint:False,ptlb:Back light,ptin:_Backlight,varname:_Backlight,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:45,max:50;n:type:ShaderForge.SFN_Color,id:3167,x:33043,y:32373,ptovrint:False,ptlb:Back light color,ptin:_Backlightcolor,varname:_Backlightcolor,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.9954361,c2:1,c3:0.6691177,c4:1;n:type:ShaderForge.SFN_Lerp,id:9319,x:34028,y:32678,varname:node_9319,prsc:2|A-8400-OUT,B-5967-OUT,T-4490-VFACE;n:type:ShaderForge.SFN_Vector1,id:5967,x:33873,y:32864,varname:node_5967,prsc:2,v1:0;n:type:ShaderForge.SFN_VertexColor,id:9892,x:33491,y:33055,varname:node_9892,prsc:2;n:type:ShaderForge.SFN_RemapRange,id:4861,x:33262,y:32599,varname:node_4861,prsc:2,frmn:0,frmx:1,tomn:0.5,tomx:1|IN-1778-OUT;n:type:ShaderForge.SFN_Multiply,id:7559,x:33710,y:32754,varname:node_7559,prsc:2|A-544-OUT,B-544-OUT,C-3167-RGB;proporder:851-5927-5328-4865-8871-700-3167;pass:END;sub:END;*/
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Shader "Fog Volume/Vegetation" {
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Properties {
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[NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Gloss ("Gloss", Range(0, 1)) = 0.5
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_SpecColor ("Spec Color", Color) = (1,1,1,1)
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[NoScaleOffset]_BumpMap ("BumpMap", 2D) = "bump" {}
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_Backlight ("Back light", Range(0, 50)) = 45
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[HDR]_Backlightcolor ("Back light color", Color) = (0.9954361,1,0.6691177,1)
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"Queue"="Background"
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"RenderType"="TransparentCutout"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4
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#pragma target 3.0
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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uniform float _Gloss;
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uniform sampler2D _BumpMap;
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uniform float _Backlight;
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uniform float4 _Backlightcolor;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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LIGHTING_COORDS(7,8)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD9;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,i.uv0));
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float3 normalLocal = (_BumpMap_var.rgb*faceSign);
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float4 _MainTex_var = tex2D(_MainTex,i.uv0);
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clip(_MainTex_var.a - 0.5);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - 0;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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/////// Diffuse:
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float NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += gi.indirect.diffuse;
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float3 node_544 = (_MainTex_var.rgb*_Color.rgb); // Diffuse Color
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float3 diffuseColor = node_544;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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////// Emissive:
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float node_5967 = 0.0;
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float3 emissive = lerp(((max(0,dot((-1*lightDirection),(i.normalDir*faceSign)))*0.5+0.5)*node_544*_Backlight*node_544*_Backlightcolor.rgb),float3(node_5967,node_5967,node_5967),isFrontFace);
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/// Final Color:
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float3 finalColor = diffuse + emissive;
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return fixed4(finalColor,1);
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_FORWARDADD
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4
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#pragma target 3.0
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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uniform float _Gloss;
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uniform sampler2D _BumpMap;
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uniform float _Backlight;
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uniform float4 _Backlightcolor;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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LIGHTING_COORDS(7,8)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,i.uv0));
|
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float3 normalLocal = (_BumpMap_var.rgb*faceSign);
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float4 _MainTex_var = tex2D(_MainTex,i.uv0);
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clip(_MainTex_var.a - 0.5);
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
|
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// Diffuse:
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float NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float3 node_544 = (_MainTex_var.rgb*_Color.rgb); // Diffuse Color
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float3 diffuseColor = node_544;
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse;
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return fixed4(finalColor * 1,0);
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_SHADOWCASTER
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4
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#pragma target 3.0
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uniform sampler2D _MainTex;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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float2 uv0 : TEXCOORD1;
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float2 uv1 : TEXCOORD2;
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float2 uv2 : TEXCOORD3;
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float4 posWorld : TEXCOORD4;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 _MainTex_var = tex2D(_MainTex,i.uv0);
|
|
clip(_MainTex_var.a - 0.5);
|
|
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 SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "UnityStandardBRDF.cginc"
|
|
#include "UnityMetaPass.cginc"
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
#pragma multi_compile_shadowcaster
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal xboxone ps4
|
|
#pragma target 3.0
|
|
uniform sampler2D _MainTex;
|
|
uniform float4 _Color;
|
|
uniform float _Gloss;
|
|
uniform float _Backlight;
|
|
uniform float4 _Backlightcolor;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float2 texcoord0 : TEXCOORD0;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
struct VertexOutput {
|
|
float4 pos : SV_POSITION;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
float2 uv2 : TEXCOORD2;
|
|
float4 posWorld : TEXCOORD3;
|
|
float3 normalDir : TEXCOORD4;
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
o.uv0 = v.texcoord0;
|
|
o.uv1 = v.texcoord1;
|
|
o.uv2 = v.texcoord2;
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
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 );
|
|
i.normalDir = normalize(i.normalDir);
|
|
i.normalDir *= faceSign;
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
|
float3 normalDirection = i.normalDir;
|
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
|
UnityMetaInput o;
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
|
|
|
float4 _MainTex_var = tex2D(_MainTex,i.uv0);
|
|
float3 node_544 = (_MainTex_var.rgb*_Color.rgb); // Diffuse Color
|
|
float node_5967 = 0.0;
|
|
o.Emission = lerp(((max(0,dot((-1*lightDirection),(i.normalDir*faceSign)))*0.5+0.5)*node_544*_Backlight*node_544*_Backlightcolor.rgb),float3(node_5967,node_5967,node_5967),isFrontFace);
|
|
|
|
float3 diffColor = node_544;
|
|
o.Albedo = diffColor;
|
|
|
|
return UnityMetaFragment( o );
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Standard"
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
|
}
|