Pedro Gomes a5ebd5bf9b Werewolf class + several new assets
- werewolf playable class
- override animations for different claw styles
- ninja character prefab
- several assets and textures
- ice shard now actually is an icicle
2025-01-27 21:03:48 +00:00

213 lines
12 KiB
GLSL

// 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"
}
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