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Runescape.shader
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Runescape.shader
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader ".Aerthas/Misc/Runescape"
{
Properties
{
_Diffuse("Diffuse", 2D) = "white" {}
_Float0("Float 0", Float) = 90
_DiffuseTint("Diffuse Tint", Color) = (1,1,1,1)
_Shadow("Shadow", Color) = (0.5372549,0.5372549,0.5372549,1)
_LightColorwhennoLight("Light Color when no Light", Color) = (0.9490196,0.9490196,0.9490196,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "Lighting.cginc"
#pragma target 4.6
struct Input
{
float2 uv_texcoord;
float3 worldPos;
float4 screenPosition;
float3 worldNormal;
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform float _Float0;
uniform float4 _DiffuseTint;
uniform sampler2D _Diffuse;
uniform float4 _Diffuse_ST;
uniform float4 _LightColorwhennoLight;
uniform float4 _Shadow;
inline float Dither8x8Bayer( int x, int y )
{
const float dither[ 64 ] = {
1, 49, 13, 61, 4, 52, 16, 64,
33, 17, 45, 29, 36, 20, 48, 32,
9, 57, 5, 53, 12, 60, 8, 56,
41, 25, 37, 21, 44, 28, 40, 24,
3, 51, 15, 63, 2, 50, 14, 62,
35, 19, 47, 31, 34, 18, 46, 30,
11, 59, 7, 55, 10, 58, 6, 54,
43, 27, 39, 23, 42, 26, 38, 22};
int r = y * 8 + x;
return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
}
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float4 ase_vertex4Pos = v.vertex;
float4 transform29 = mul(unity_ObjectToWorld,ase_vertex4Pos);
float4 transform41 = mul(unity_WorldToObject,( round( ( transform29 * _Float0 ) ) / _Float0 ));
v.vertex.xyz += ( transform41 - ase_vertex4Pos ).xyz;
float4 ase_screenPos = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
o.screenPosition = ase_screenPos;
}
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc
float4 ase_lightColor = 0;
#else //aselc
float4 ase_lightColor = _LightColor0;
#endif //aselc
float temp_output_85_0 = (( ( (( abs( ase_worldlightDir ).x > float3( 0,0,0 ) ) ? 1.0 : 0.0 ) + (( ase_lightColor.a > 0.0 ) ? 1.0 : 0.0 ) ) > 0.0 ) ? 1.0 : 0.0 );
float4 temp_output_44_0 = ( _DiffuseTint * tex2D( _Diffuse, uv_Diffuse ) * (( temp_output_85_0 > 0.0 ) ? ase_lightColor : _LightColorwhennoLight ) );
float4 ase_screenPos = i.screenPosition;
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen67 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither67 = Dither8x8Bayer( fmod(clipScreen67.x, 8), fmod(clipScreen67.y, 8) );
float3 ase_worldNormal = i.worldNormal;
float dotResult48 = dot( (( temp_output_85_0 > 0.0 ) ? float4( ase_worldlightDir , 0.0 ) : float4(1,1,1,0) ) , float4( ase_worldNormal , 0.0 ) );
float smoothstepResult66 = smoothstep( 0.0 , 0.45 , dotResult48);
float blendOpSrc94 = dotResult48;
float blendOpDest94 = smoothstepResult66;
dither67 = step( dither67, ( saturate( ( blendOpSrc94 + blendOpDest94 ) )) );
float4 lerpResult54 = lerp( ( temp_output_44_0 * _Shadow ) , temp_output_44_0 , dither67);
c.rgb = lerpResult54.rgb;
c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc
float4 ase_lightColor = 0;
#else //aselc
float4 ase_lightColor = _LightColor0;
#endif //aselc
float temp_output_85_0 = (( ( (( abs( ase_worldlightDir ).x > float3( 0,0,0 ) ) ? 1.0 : 0.0 ) + (( ase_lightColor.a > 0.0 ) ? 1.0 : 0.0 ) ) > 0.0 ) ? 1.0 : 0.0 );
float4 temp_output_44_0 = ( _DiffuseTint * tex2D( _Diffuse, uv_Diffuse ) * (( temp_output_85_0 > 0.0 ) ? ase_lightColor : _LightColorwhennoLight ) );
o.Albedo = temp_output_44_0.rgb;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.6
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 customPack2 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 worldNormal : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
o.worldNormal = worldNormal;
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.customPack2.xyzw = customInputData.screenPosition;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
surfIN.screenPosition = IN.customPack2.xyzw;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = IN.worldNormal;
SurfaceOutputCustomLightingCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=9AEAAB5A8A53B853856CBFFD125605C1BE048898