2021-02-26 19:01:47 +00:00
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Shader "Aetheria/GlowFade"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Fade ("Fade", Range(0.0, 1.0)) = 0.0
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_FadeSharpness ("Fade Sharpness", Float) = 1.0
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_FadeTex ("Fade Texture", 2D) = "white" {}
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_FadeEdge ("Fade Edge", Range(0.0, 1.0)) = 1.0
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[HDR] _EdgeColor ("Edge Color", Color) = (1,1,1,1)
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 1.0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Scale", Float) = 1.0
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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CGPROGRAM
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#include "Dither Functions.cginc"
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2022-07-14 05:21:16 +01:00
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#include "Assets/Shaders/Volumetric.cginc"
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2021-02-26 19:01:47 +00:00
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// Physically based Standard lighting model, and enable shadows on all light types
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2022-07-14 05:21:16 +01:00
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#pragma surface surf Standard fullforwardshadows noambient vertex:vert
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2022-07-21 21:40:44 +01:00
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#pragma multi_compile __ FLOW_GLOBAL
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#pragma multi_compile __ FLOW_SLOPE
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#pragma multi_compile __ NOISE_SLOPE
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2021-02-26 19:01:47 +00:00
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _MetallicGlossMap;
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sampler2D _OcclusionMap;
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sampler2D _FadeTex;
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sampler2D _BumpMap;
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2022-07-14 05:21:16 +01:00
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//half _Fade;
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2021-02-26 19:01:47 +00:00
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half _FadeSharpness;
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half _FadeEdge;
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half _Glossiness;
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half _Metallic;
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half _BumpScale;
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half _OcclusionStrength;
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fixed4 _Color;
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half3 _EdgeColor;
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2022-07-14 05:21:16 +01:00
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_FadeTex;
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float4 screenPos;
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float3 ambientColor;
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};
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.ambientColor = VolumeSampleColorSimple(worldPos, worldNormal).rgb;
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}
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2021-02-26 19:01:47 +00:00
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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2022-07-14 05:21:16 +01:00
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UNITY_DEFINE_INSTANCED_PROP(half, _Fade)
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2021-02-26 19:01:47 +00:00
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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2022-07-16 06:42:40 +01:00
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half f = tex2D (_FadeTex, IN.uv_FadeTex).r + (1-_FadeEdge - UNITY_ACCESS_INSTANCED_PROP(Props, _Fade));
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2022-07-14 05:21:16 +01:00
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2021-02-26 19:01:47 +00:00
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// Apply screen space dithering
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float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
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ditherClip(screenUV, _FadeSharpness - f * _FadeSharpness);
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2022-07-14 05:21:16 +01:00
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2021-02-26 19:01:47 +00:00
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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2022-07-14 05:21:16 +01:00
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fixed oc = tex2D (_OcclusionMap, IN.uv_MainTex).r;
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o.Occlusion = oc * _OcclusionStrength;
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o.Emission = _EdgeColor * smoothstep(1 - _FadeEdge, 1, f) + IN.ambientColor * c.rgb * 10;
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2021-02-26 19:01:47 +00:00
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)) * _BumpScale;
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fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MainTex);
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o.Metallic = _Metallic * m.r;
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o.Smoothness = _Glossiness * m.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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