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Shader "My/Normal/AlphaPulseShader" {
Shader "My/Normal/AlphaPulseShader" {
Properties{
Properties{
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_MainTex ("
Base
(RGB)
Trans
(A)", 2D) = "
blue
" {}
_MainTex ("
Color
(RGB)
Alpha
(A)", 2D) = "
white
" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_EmissionMap ("Emission Map", 2D) = "black" {}
_EmissionMap ("Emission Map", 2D) = "black" {}
_Color ("Color", Color) = (1,0,0,1)
_Color ("Color", Color) = (1,0,0,1)
_PDistance ("PulseDistance", Float) = 0
_PDistance ("PulseDistance", Float) = 0
_PFadeDistance ("FadeDistance", Float) = 10
_PFadeDistance ("FadeDistance", Float) = 10
_PEdgeSoftness ("EdgeSoftness", Float) = 5
_PEdgeSoftness ("EdgeSoftness", Float) = 5
_Origin ("PulseOrigin", Vector) = (0, 0, 0, 0)
_Origin ("PulseOrigin", Vector) = (0, 0, 0, 0)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702
_RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702
[Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0
[Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0
_EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0
_EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0
}
}
SubShader{
SubShader{
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Tags{
"RenderType"="
Opaque
" }
Tags{
"Queue"="Transparent"
"RenderType"="
Transparent
" }
LOD 200
LOD 200
CGPROGRAM
CGPROGRAM
//LIGHTING
//LIGHTING
#include "AutoLight.cginc"
#include "AutoLight.cginc"
// define finalcolor and vertex programs:
// define finalcolor and vertex programs:
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#pragma surface surf Lambert finalcolor:mycolor
//
alpha
#pragma surface surf Lambert finalcolor:mycolor
alpha
//check this out
#pragma shader_feature USE_RIM
#pragma shader_feature USE_RIM
struct Input {
struct Input {
float2 uv_MainTex;
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_BumpMap;
float2 uv_EmissionMap;
float2 uv_EmissionMap;
float3 worldPos;
float3 worldPos;
float3 viewDir;
float3 viewDir;
half alpha;
half alpha;
};
};
fixed4 _Color;
fixed4 _Color;
sampler2D _MainTex;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _BumpMap;
sampler2D _EmissionMap;
sampler2D _EmissionMap;
half _PDistance;
half _PDistance;
half _PFadeDistance;
half _PFadeDistance;
half _PEdgeSoftness;
half _PEdgeSoftness;
float4 _Origin;
float4 _Origin;
float4 _RimColor;
float4 _RimColor;
float _RimPower;
float _RimPower;
float _RimOn;
float _RimOn;
float _EmissionMultiplier;
float _EmissionMultiplier;
void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
// set the vertex color alpha to the value calculated:
// set the vertex color alpha to the value calculated:
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
color.a = c.a;
color.a = c.a;
half dis;
half dis;
half interval;
half interval;
half origin;
half origin;
dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2));
dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2));
if (dis >= _PDistance)
if (dis >= _PDistance)
{
{
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness));
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness));
}
}
else
else
{
{
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance));
color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance));
}
}
}
}
void surf (Input IN, inout SurfaceOutput o) {
void surf (Input IN, inout SurfaceOutput o) {
// simply copy the corresponding texture element color:
// simply copy the corresponding texture element color:
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Albedo = c.rgb;
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//
o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a;
o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
// half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
// half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
#ifdef USE_RIM
#ifdef USE_RIM
half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal));
half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
#else
#else
o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap);
#endif
#endif
}
}
ENDCG
ENDCG
}
}
// Fallback "Diffuse"
// Fallback "Diffuse"
Fallback "VertexLit"
Fallback "VertexLit"
}
}
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Shader "My/Normal/AlphaPulseShader" { Properties{ _MainTex ("Base (RGB) Trans (A)", 2D) = "blue" {} _BumpMap ("Normalmap", 2D) = "bump" {} _EmissionMap ("Emission Map", 2D) = "black" {} _Color ("Color", Color) = (1,0,0,1) _PDistance ("PulseDistance", Float) = 0 _PFadeDistance ("FadeDistance", Float) = 10 _PEdgeSoftness ("EdgeSoftness", Float) = 5 _Origin ("PulseOrigin", Vector) = (0, 0, 0, 0) _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702 [Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0 _EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0 } SubShader{ Tags{ "RenderType"="Opaque" } LOD 200 CGPROGRAM //LIGHTING #include "AutoLight.cginc" // define finalcolor and vertex programs: #pragma surface surf Lambert finalcolor:mycolor// alpha #pragma shader_feature USE_RIM struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_EmissionMap; float3 worldPos; float3 viewDir; half alpha; }; fixed4 _Color; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _EmissionMap; half _PDistance; half _PFadeDistance; half _PEdgeSoftness; float4 _Origin; float4 _RimColor; float _RimPower; float _RimOn; float _EmissionMultiplier; void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) { // set the vertex color alpha to the value calculated: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; color.a = c.a; half dis; half interval; half origin; dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2)); if (dis >= _PDistance) { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness)); } else { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance)); } } void surf (Input IN, inout SurfaceOutput o) { // simply copy the corresponding texture element color: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); // half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); #ifdef USE_RIM half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #else o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #endif } ENDCG } // Fallback "Diffuse" Fallback "VertexLit" }
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Shader "My/Normal/AlphaPulseShader" { Properties{ _MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _EmissionMap ("Emission Map", 2D) = "black" {} _Color ("Color", Color) = (1,0,0,1) _PDistance ("PulseDistance", Float) = 0 _PFadeDistance ("FadeDistance", Float) = 10 _PEdgeSoftness ("EdgeSoftness", Float) = 5 _Origin ("PulseOrigin", Vector) = (0, 0, 0, 0) _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0.5, 8.0)) = 1.059702 [Toggle(USE_RIM)]_RimOn ("Rim On", Int) = 0.0 _EmissionMultiplier ("Emission Multiplier", Range(-10,10)) = 1.0 } SubShader{ Tags{ "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 CGPROGRAM //LIGHTING #include "AutoLight.cginc" // define finalcolor and vertex programs: #pragma surface surf Lambert finalcolor:mycolor alpha //check this out #pragma shader_feature USE_RIM struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_EmissionMap; float3 worldPos; float3 viewDir; half alpha; }; fixed4 _Color; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _EmissionMap; half _PDistance; half _PFadeDistance; half _PEdgeSoftness; float4 _Origin; float4 _RimColor; float _RimPower; float _RimOn; float _EmissionMultiplier; void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) { // set the vertex color alpha to the value calculated: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; color.a = c.a; half dis; half interval; half origin; dis = sqrt (pow ((IN.worldPos.x - _Origin.x),2) + pow ((IN.worldPos.y - _Origin.y), 2) + pow ((IN.worldPos.z - _Origin.z), 2)); if (dis >= _PDistance) { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PEdgeSoftness)); } else { color.rgb = color.rgb * (1 - saturate (abs (_PDistance - dis) / _PFadeDistance)); } } void surf (Input IN, inout SurfaceOutput o) { // simply copy the corresponding texture element color: fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = tex2D(_MainTex,IN.uv_MainTex).a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); // half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); #ifdef USE_RIM half rim = 1.0 - saturate (dot (normalize (IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower) + _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #else o.Emission = _EmissionMultiplier * tex2D (_EmissionMap, IN.uv_EmissionMap); #endif } ENDCG } // Fallback "Diffuse" Fallback "VertexLit" }
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