Seven is the number.
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14 KiB

// 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"
}
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