Aetheria/Assets/Shaders/GlowFade.shader

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