// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SyntyStudios/SpaceShip_Rim" { Properties { _Texture("Texture", 2D) = "white" {} _RimColor("RimColor", Color) = (0,0,0,0) _Detail("Detail", 2D) = "white" {} _DetailAmount("DetailAmount", Range( 0 , 1)) = 1 _RimPower("RimPower", Range( 0 , 10)) = 2 _Spec("Spec", Color) = (0,0,0,0) _Smoothness("Smoothness", Range( 0 , 1)) = 0 _Emissive("Emissive", 2D) = "white" {} _EmissiveColor("Emissive Color", Color) = (0.4926471,0.4926471,0.4926471,0) [HideInInspector] _texcoord3( "", 2D ) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #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; float2 uv3_texcoord3; float3 viewDir; INTERNAL_DATA }; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform sampler2D _Detail; uniform float4 _Detail_ST; uniform float _DetailAmount; uniform sampler2D Normals; uniform float4 Normals_ST; uniform float _RimPower; uniform float4 _RimColor; uniform sampler2D _Emissive; uniform float4 _Emissive_ST; uniform float4 _EmissiveColor; uniform float4 _Spec; uniform float _Smoothness; void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = float3(0,0,1); float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; float4 color53 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); float2 uv3_Detail = i.uv3_texcoord3 * _Detail_ST.xy + _Detail_ST.zw; float4 lerpResult33 = lerp( color53 , tex2D( _Detail, uv3_Detail, float2( 0,0 ), float2( 0,0 ) ) , _DetailAmount); o.Albedo = ( tex2D( _Texture, uv_Texture ) * lerpResult33 ).rgb; float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw; float3 normalizeResult43 = normalize( i.viewDir ); float dotResult44 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult43 ); float2 uv_Emissive = i.uv_texcoord * _Emissive_ST.xy + _Emissive_ST.zw; o.Emission = ( ( pow( ( 1.0 - saturate( dotResult44 ) ) , _RimPower ) * _RimColor ) + ( tex2D( _Emissive, uv_Emissive ) * _EmissiveColor ) ).rgb; o.Metallic = ( _Spec * float4( 0,0,0,0 ) ).r; o.Smoothness = _Smoothness; 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_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; float4 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, 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; o.customPack1.zw = customInputData.uv3_texcoord3; o.customPack1.zw = v.texcoord2; 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; surfIN.uv3_texcoord3 = IN.customPack1.zw; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.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=16200 2567;32;2546;1397;1301.015;588.327;1.3;True;False Node;AmplifyShaderEditor.ViewDirInputsCoordNode;41;-340.9191,-924.5035;Float;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 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