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" }