// 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/Ring" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Ringsalpha("Rings (alpha)", 2D) = "white" {} _Color0("Color 0", Color) = (1,0,0,0) _Ringintensity("Ring intensity", Range( 0 , 5)) = 5 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Off CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; }; uniform float4 _Color0; uniform sampler2D _Ringsalpha; uniform float4 _Ringsalpha_ST; uniform float _Ringintensity; void surf( Input i , inout SurfaceOutputStandard o ) { o.Albedo = _Color0.rgb; float2 uv_Ringsalpha = i.uv_texcoord * _Ringsalpha_ST.xy + _Ringsalpha_ST.zw; o.Alpha = ( tex2D( _Ringsalpha,uv_Ringsalpha).a * _Ringintensity ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha 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 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 ); 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 = IN.worldPos; fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=6001 2567;29;1666;974;1022.9;1135.2;1.9;True;True Node;AmplifyShaderEditor.SamplerNode;1;-451,94;Float;True;Property;_Ringsalpha;Rings (alpha);0;0;Assets/Exo planets/Textures/Planets/Atawi/Atawi_Rings.tga;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;4;-443.4,315.4001;Float;False;Property;_Ringintensity;Ring intensity;2;0;5;0;5;FLOAT Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-89.40002,186.4001;Float;True;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT Node;AmplifyShaderEditor.ColorNode;2;-365.4,-162.5999;Float;False;Property;_Color0;Color 0;1;0;1,0,0,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;207,-9;Float;False;True;2;Float;ASEMaterialInspector;Standard;Custom/Ring;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;0;False;0;0;Transparent;0.5;True;True;0;False;Transparent;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False WireConnection;3;0;1;4 WireConnection;3;1;4;0 WireConnection;0;0;2;0 WireConnection;0;9;3;0 ASEEND*/ //CHKSM=C290C9AEC8DFC229E1C43ABF3DCB5828C4FAE703