112 lines
3.7 KiB
Plaintext
112 lines
3.7 KiB
Plaintext
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/Dissolve" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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[HDR]_Emission ("Emission", Color) = (0,0,0,0)
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_MainTex ("Albedo", 2D) = "white" {}
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_Normal ("Normal", 2D) = "bump" {}
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_MetallicSmooth ("Metallic (RGB) Smooth (A)", 2D) = "white" {}
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_AO ("AO", 2D) = "white" {}
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[HDR]_EdgeColor1 ("Edge Color", Color) = (1,1,1,1)
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_Noise ("Noise", 2D) = "white" {}
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[Toggle] _Use_Gradient ("Use Gradient?", Float) = 1
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_Gradient ("Gradient", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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[PerRendererData]_Cutoff ("Cutoff", Range(0,1)) = 0.0
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_EdgeSize ("EdgeSize", Range(0,1)) = 0.2
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_NoiseStrength ("Noise Strength", Range(0,1)) = 0.4
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_DisplaceAmount ("Displace Amount", Float) = 1.5
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_cutoff ("cutoff", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
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Cull Off
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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#pragma multi_compile __ _USE_GRADIENT_ON
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sampler2D _MainTex;
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sampler2D _Noise;
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sampler2D _Gradient;
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sampler2D _Normal;
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sampler2D _MetallicSmooth;
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sampler2D _AO;
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struct Input {
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float2 uv_Noise;
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float2 uv_MainTex;
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fixed4 color : COLOR0;
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float3 worldPos;
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};
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half _Glossiness, _Metallic, _Cutoff, _EdgeSize, _NoiseStrength, _DisplaceAmount;
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half _cutoff;
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half4 _Color, _EdgeColor1, _Emission;
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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float3 pos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
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//pos.x += _cutoff*5;
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float4 tex = tex2Dlod(_Noise, float4(pos, 0)*0.5);
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float4 Gradient = tex2Dlod (_Gradient, float4(v.texcoord.xy,0,0));
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float mask = smoothstep(_Cutoff, _Cutoff - 0.3, 1-Gradient);
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float displacementAmount = lerp(0, _DisplaceAmount, _cutoff);
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//v.vertex.xyz += mul((float3x3)unity_WorldToObject, float3(0, vertexOffset, 0));
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//v.vertex.xyz = lerp(v.vertex.xyz , float3(0,0,0), clamp(_cutoff * (tex.r+0.1) * displacementAmount, 0, 1));
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}
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half3 Noise = tex2D (_Noise, IN.uv_Noise);
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Noise.r = lerp(0, 1, Noise.r);
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half4 MetallicSmooth = tex2D (_MetallicSmooth, IN.uv_MainTex);
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_cutoff = lerp(0, _cutoff + _EdgeSize, _cutoff);
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#if _USE_GRADIENT_ON
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half3 Gradient = tex2D (_Gradient, IN.uv_MainTex);
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half Edge = smoothstep(_Cutoff, _Cutoff - _EdgeSize, 1-(Gradient + Noise.r*(1-Gradient)*_NoiseStrength));
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#else
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half Edge = smoothstep(_cutoff + _EdgeSize, _cutoff, clamp(Noise.r, _EdgeSize, 1));
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#endif
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
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fixed3 EmissiveCol = c.a * _Emission;
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o.Albedo = _Color;
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o.Occlusion = tex2D (_AO, IN.uv_MainTex);
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o.Emission = EmissiveCol + _EdgeColor1 * Edge;
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o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex));
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o.Metallic = MetallicSmooth.r * _Metallic;
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o.Smoothness = MetallicSmooth.a * _Glossiness;
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clip(Noise - _cutoff);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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