// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' // Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/Sun" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Sunlabedo2("Sun labedo2", 2D) = "white" {} _Sun_Albedo("Sun_Albedo", 2D) = "white" {} _flowmap("flowmap", 2D) = "white" {} _Flowpower("Flow power", Range( 0 , 1)) = 0.5 _Flowspeed("Flow speed", Range( 0 , 1)) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float3 worldPos; float3 worldNormal; INTERNAL_DATA float2 texcoord_0; float2 uv_texcoord; }; uniform sampler2D _Sun_Albedo; uniform float _Flowpower; uniform sampler2D _flowmap; uniform float4 _flowmap_ST; uniform float _Flowspeed; uniform sampler2D _Sunlabedo2; void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); } void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = float3(0,0,1); float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float3 worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float fresnelFinalVal3 = (0.0 + 0.8*pow( 1.0 - dot( worldNormal, worldViewDir ) , 0.94)); float2 temp_output_47_0 = ( i.texcoord_0 * 1.0 ); float2 uv_flowmap = i.uv_texcoord * _flowmap_ST.xy + _flowmap_ST.zw; float2 componentMask15 = tex2D( _flowmap,uv_flowmap).xy; float2 temp_cast_1 = 0.0; float2 temp_cast_2 = 1.0; float2 temp_cast_3 = -0.5; float2 temp_cast_4 = 0.5; 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)) ); float temp_output_11_0 = ( _Flowspeed * _Time.y ); float temp_output_30_0 = frac( temp_output_11_0 ); float2 temp_cast_5 = 0.0; float2 temp_cast_6 = 1.0; float2 temp_cast_7 = -0.5; float2 temp_cast_8 = 0.5; 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); o.Emission = desaturateVar49; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha vertex:vertexDataFunc 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 ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD6; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : 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 ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 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.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.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=6001 2567;29;1666;974;300.1923;355.3988;1;True;True 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