// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SineVFX/TranslucentCrystals/Crystal" { Properties { [Header(Translucency)] _Translucency("Strength", Range( 0 , 50)) = 1 _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 _TransDirect("Direct", Range( 0 , 1)) = 1 _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 _TranslucencyMask("Translucency Mask", 2D) = "white" {} _TransShadow("Shadow", Range( 0 , 1)) = 0.9 _TranslucencyMaskPower("Translucency Mask Power", Range( 0 , 1)) = 1 _AlbedoMask("Albedo Mask", 2D) = "white" {} _ColorTint1("Color Tint 1", Color) = (1,1,1,1) _ColorTint2("Color Tint 2", Color) = (1,1,1,1) _Normal("Normal", 2D) = "bump" {} _Emission("Emission", 2D) = "white" {} _EmissionColor("Emission Color", Color) = (1,1,1,1) _EmissionPower("Emission Power", Range( 0 , 10)) = 2 [Toggle]_RampEnabled("Ramp Enabled", Int) = 0 [Toggle]_RampInverted("Ramp Inverted", Int) = 0 _Ramp("Ramp", 2D) = "white" {} _RampMask("Ramp Mask", 2D) = "white" {} _MetallicSmoothness("MetallicSmoothness", 2D) = "white" {} _Metallic("Metallic", Range( 0 , 1)) = 1 _Smoothness("Smoothness", Range( 0 , 1)) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true" } Cull Back CGPROGRAM #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma shader_feature _RAMPINVERTED_ON #pragma shader_feature _RAMPENABLED_ON #pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred struct Input { float2 uv_texcoord; }; struct SurfaceOutputStandardCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; fixed3 Translucency; }; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float4 _ColorTint1; uniform float4 _ColorTint2; uniform sampler2D _AlbedoMask; uniform float4 _AlbedoMask_ST; uniform sampler2D _Emission; uniform float4 _Emission_ST; uniform sampler2D _Ramp; uniform sampler2D _RampMask; uniform float4 _RampMask_ST; uniform float _EmissionPower; uniform float4 _EmissionColor; uniform sampler2D _MetallicSmoothness; uniform float4 _MetallicSmoothness_ST; uniform float _Metallic; uniform float _Smoothness; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; uniform sampler2D _TranslucencyMask; uniform float4 _TranslucencyMask_ST; uniform float _TranslucencyMaskPower; inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) { #if !DIRECTIONAL float3 lightAtten = gi.light.color; #else float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); #endif half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); SurfaceOutputStandard r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Metallic = s.Metallic; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandard (r, viewDir, gi) + c; } inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) { UNITY_GI(gi, s, data); } void surf( Input i , inout SurfaceOutputStandardCustom o ) { float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw; o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) ); float2 uv_AlbedoMask = i.uv_texcoord * _AlbedoMask_ST.xy + _AlbedoMask_ST.zw; float4 lerpResult17 = lerp( _ColorTint1 , _ColorTint2 , tex2D( _AlbedoMask, uv_AlbedoMask ).r); o.Albedo = lerpResult17.rgb; float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; float4 tex2DNode5 = tex2D( _Emission, uv_Emission ); float2 uv_RampMask = i.uv_texcoord * _RampMask_ST.xy + _RampMask_ST.zw; float4 tex2DNode22 = tex2D( _RampMask, uv_RampMask ); #ifdef _RAMPINVERTED_ON float staticSwitch26 = ( 1.0 - tex2DNode22.r ); #else float staticSwitch26 = tex2DNode22.r; #endif float2 appendResult23 = (float2(staticSwitch26 , 0.0)); #ifdef _RAMPENABLED_ON float4 staticSwitch20 = ( tex2DNode5 * tex2D( _Ramp, appendResult23 ) * _EmissionPower ); #else float4 staticSwitch20 = ( tex2DNode5 * _EmissionColor * _EmissionPower ); #endif o.Emission = staticSwitch20.rgb; float2 uv_MetallicSmoothness = i.uv_texcoord * _MetallicSmoothness_ST.xy + _MetallicSmoothness_ST.zw; float4 tex2DNode12 = tex2D( _MetallicSmoothness, uv_MetallicSmoothness ); o.Metallic = ( tex2DNode12.r * _Metallic ); o.Smoothness = ( tex2DNode12.a * _Smoothness ); float2 uv_TranslucencyMask = i.uv_texcoord * _TranslucencyMask_ST.xy + _TranslucencyMask_ST.zw; float3 temp_cast_2 = (( tex2D( _TranslucencyMask, uv_TranslucencyMask ).r * _TranslucencyMaskPower )).xxx; o.Translucency = temp_cast_2; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=13901 7;29;1906;1004;2693.809;689.402;1;True;False Node;AmplifyShaderEditor.SamplerNode;22;-2179.814,-214.3205;Float;True;Property;_RampMask;Ramp Mask;18;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.OneMinusNode;27;-1799.809,-273.402;Float;False;1;0;FLOAT;0.0;False;1;FLOAT Node;AmplifyShaderEditor.StaticSwitch;26;-1541.809,-220.402;Float;False;Property;_RampInverted;Ramp Inverted;16;0;0;False;True;;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT 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