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