Seven is the number.
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4 years ago
  1. // Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
  2. // Made with Amplify Shader Editor
  3. // Available at the Unity Asset Store - http://u3d.as/y3X
  4. Shader "Custom/Sun"
  5. {
  6. Properties
  7. {
  8. [HideInInspector] __dirty( "", Int ) = 1
  9. _Sunlabedo2("Sun labedo2", 2D) = "white" {}
  10. _Sun_Albedo("Sun_Albedo", 2D) = "white" {}
  11. _flowmap("flowmap", 2D) = "white" {}
  12. _Flowpower("Flow power", Range( 0 , 1)) = 0.5
  13. _Flowspeed("Flow speed", Range( 0 , 1)) = 1
  14. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  15. }
  16. SubShader
  17. {
  18. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  19. Cull Back
  20. CGINCLUDE
  21. #include "UnityShaderVariables.cginc"
  22. #include "UnityPBSLighting.cginc"
  23. #include "Lighting.cginc"
  24. #pragma target 3.0
  25. #ifdef UNITY_PASS_SHADOWCASTER
  26. #undef INTERNAL_DATA
  27. #undef WorldReflectionVector
  28. #undef WorldNormalVector
  29. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  30. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  31. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  32. #endif
  33. struct Input
  34. {
  35. float3 worldPos;
  36. float3 worldNormal;
  37. INTERNAL_DATA
  38. float2 texcoord_0;
  39. float2 uv_texcoord;
  40. };
  41. uniform sampler2D _Sun_Albedo;
  42. uniform float _Flowpower;
  43. uniform sampler2D _flowmap;
  44. uniform float4 _flowmap_ST;
  45. uniform float _Flowspeed;
  46. uniform sampler2D _Sunlabedo2;
  47. void vertexDataFunc( inout appdata_full v, out Input o )
  48. {
  49. UNITY_INITIALIZE_OUTPUT( Input, o );
  50. o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  51. }
  52. void surf( Input i , inout SurfaceOutputStandard o )
  53. {
  54. o.Normal = float3(0,0,1);
  55. float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
  56. float3 worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  57. float fresnelFinalVal3 = (0.0 + 0.8*pow( 1.0 - dot( worldNormal, worldViewDir ) , 0.94));
  58. float2 temp_output_47_0 = ( i.texcoord_0 * 1.0 );
  59. float2 uv_flowmap = i.uv_texcoord * _flowmap_ST.xy + _flowmap_ST.zw;
  60. float2 componentMask15 = tex2D( _flowmap,uv_flowmap).xy;
  61. float2 temp_cast_1 = 0.0;
  62. float2 temp_cast_2 = 1.0;
  63. float2 temp_cast_3 = -0.5;
  64. float2 temp_cast_4 = 0.5;
  65. float2 temp_output_25_0 = ( ( _Flowpower * -1.0 ) * (temp_cast_3 + (componentMask15 - temp_cast_1) * (temp_cast_4 - temp_cast_3) / (temp_cast_2 - temp_cast_1)) );
  66. float temp_output_11_0 = ( _Flowspeed * _Time.y );
  67. float temp_output_30_0 = frac( temp_output_11_0 );
  68. float2 temp_cast_5 = 0.0;
  69. float2 temp_cast_6 = 1.0;
  70. float2 temp_cast_7 = -0.5;
  71. float2 temp_cast_8 = 0.5;
  72. float3 desaturateVar49 = lerp( ( ( fresnelFinalVal3 * float4(1,1,1,0) ) + lerp( tex2D( _Sun_Albedo,( temp_output_47_0 + ( temp_output_25_0 * temp_output_30_0 ) )) , tex2D( _Sunlabedo2,( temp_output_47_0 + ( temp_output_25_0 * frac( ( temp_output_11_0 + 0.5 ) ) ) )) , abs( ( ( temp_output_30_0 - 0.5 ) / 0.5 ) ) ) ).xyz,dot(( ( fresnelFinalVal3 * float4(1,1,1,0) ) + lerp( tex2D( _Sun_Albedo,( temp_output_47_0 + ( temp_output_25_0 * temp_output_30_0 ) )) , tex2D( _Sunlabedo2,( temp_output_47_0 + ( temp_output_25_0 * frac( ( temp_output_11_0 + 0.5 ) ) ) )) , abs( ( ( temp_output_30_0 - 0.5 ) / 0.5 ) ) ) ).xyz,float3(0.299,0.587,0.114)),0.3);
  73. o.Emission = desaturateVar49;
  74. o.Alpha = 1;
  75. }
  76. ENDCG
  77. CGPROGRAM
  78. #pragma surface surf Standard keepalpha vertex:vertexDataFunc
  79. ENDCG
  80. Pass
  81. {
  82. Name "ShadowCaster"
  83. Tags{ "LightMode" = "ShadowCaster" }
  84. ZWrite On
  85. CGPROGRAM
  86. #pragma vertex vert
  87. #pragma fragment frag
  88. #pragma target 3.0
  89. #pragma multi_compile_shadowcaster
  90. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  91. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  92. # include "HLSLSupport.cginc"
  93. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
  94. #define CAN_SKIP_VPOS
  95. #endif
  96. #include "UnityCG.cginc"
  97. #include "Lighting.cginc"
  98. #include "UnityPBSLighting.cginc"
  99. sampler3D _DitherMaskLOD;
  100. struct v2f
  101. {
  102. V2F_SHADOW_CASTER;
  103. float3 worldPos : TEXCOORD6;
  104. float4 tSpace0 : TEXCOORD1;
  105. float4 tSpace1 : TEXCOORD2;
  106. float4 tSpace2 : TEXCOORD3;
  107. float4 texcoords01 : TEXCOORD4;
  108. UNITY_VERTEX_INPUT_INSTANCE_ID
  109. };
  110. v2f vert( appdata_full v )
  111. {
  112. v2f o;
  113. UNITY_SETUP_INSTANCE_ID( v );
  114. UNITY_INITIALIZE_OUTPUT( v2f, o );
  115. UNITY_TRANSFER_INSTANCE_ID( v, o );
  116. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  117. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  118. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  119. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  120. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  121. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  122. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  123. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  124. o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
  125. o.worldPos = worldPos;
  126. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  127. return o;
  128. }
  129. fixed4 frag( v2f IN
  130. #if !defined( CAN_SKIP_VPOS )
  131. , UNITY_VPOS_TYPE vpos : VPOS
  132. #endif
  133. ) : SV_Target
  134. {
  135. UNITY_SETUP_INSTANCE_ID( IN );
  136. Input surfIN;
  137. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  138. surfIN.uv_texcoord = IN.texcoords01.xy;
  139. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  140. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  141. surfIN.worldPos = worldPos;
  142. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  143. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  144. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  145. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  146. SurfaceOutputStandard o;
  147. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  148. surf( surfIN, o );
  149. #if defined( CAN_SKIP_VPOS )
  150. float2 vpos = IN.pos;
  151. #endif
  152. SHADOW_CASTER_FRAGMENT( IN )
  153. }
  154. ENDCG
  155. }
  156. }
  157. Fallback "Diffuse"
  158. CustomEditor "ASEMaterialInspector"
  159. }
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