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150 lines
3.5 KiB
150 lines
3.5 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 15/Dissolve" {
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Properties {
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_BurnAmount ("Burn Amount", Range(0.0, 1.0)) = 0.0
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_LineWidth("Burn Line Width", Range(0.0, 0.2)) = 0.1
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_BurnFirstColor("Burn First Color", Color) = (1, 0, 0, 1)
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_BurnSecondColor("Burn Second Color", Color) = (1, 0, 0, 1)
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_BurnMap("Burn Map", 2D) = "white"{}
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry"}
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Pass {
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Tags { "LightMode"="ForwardBase" }
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Cull Off
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CGPROGRAM
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#pragma multi_compile_fwdbase
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#pragma vertex vert
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#pragma fragment frag
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fixed _BurnAmount;
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fixed _LineWidth;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _BurnFirstColor;
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fixed4 _BurnSecondColor;
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sampler2D _BurnMap;
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float4 _MainTex_ST;
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float4 _BumpMap_ST;
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float4 _BurnMap_ST;
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struct a2v {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uvMainTex : TEXCOORD0;
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float2 uvBumpMap : TEXCOORD1;
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float2 uvBurnMap : TEXCOORD2;
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float3 lightDir : TEXCOORD3;
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float3 worldPos : TEXCOORD4;
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SHADOW_COORDS(5)
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvBumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
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o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
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TANGENT_SPACE_ROTATION;
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o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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TRANSFER_SHADOW(o);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;
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clip(burn.r - _BurnAmount);
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float3 tangentLightDir = normalize(i.lightDir);
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fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uvBumpMap));
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fixed3 albedo = tex2D(_MainTex, i.uvMainTex).rgb;
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
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fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
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fixed t = 1 - smoothstep(0.0, _LineWidth, burn.r - _BurnAmount);
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fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t);
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burnColor = pow(burnColor, 5);
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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fixed3 finalColor = lerp(ambient + diffuse * atten, burnColor, t * step(0.0001, _BurnAmount));
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return fixed4(finalColor, 1);
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}
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ENDCG
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}
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// Pass to render object as a shadow caster
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Pass {
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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fixed _BurnAmount;
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sampler2D _BurnMap;
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float4 _BurnMap_ST;
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uvBurnMap : TEXCOORD1;
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};
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v2f vert(appdata_base v) {
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v2f o;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;
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clip(burn.r - _BurnAmount);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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