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