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- ///// "PORTAL" SHADER /////
- Shader "Custom/PortalShader" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _Metallic ("Metallic", Range(0,1)) = 0.0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- ZWrite Off
- ColorMask 0
- Pass {
- Stencil {
- Ref 1
- Comp always
- Pass replace
- }
- }
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- };
- half _Glossiness;
- half _Metallic;
- fixed4 _Color;
- void surf (Input IN, inout SurfaceOutputStandard o) {
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- // Metallic and smoothness come from slider variables
- o.Metallic = _Metallic;
- o.Smoothness = _Glossiness;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
- ///// "HIDDEN" OBJECT SHADER /////
- Shader "Transparent/Hidden VertexLit w Z" {
- Properties{
- _Color("Main Color", Color) = (1,1,1,1)
- _SpecColor("Spec Color", Color) = (1,1,1,0)
- _Emission("Emissive Color", Color) = (0,0,0,0)
- _Shininess("Shininess", Range(0.1, 1)) = 0.7
- _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
- }
- SubShader{
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
- // Stencil stuff???
- Stencil {
- Ref 1
- Comp Equal
- }
- // Render into depth buffer only
- Pass{
- ColorMask 0
- }
- // Render normally
- Pass{
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- Material{
- Diffuse[_Color]
- Ambient[_Color]
- Shininess[_Shininess]
- Specular[_SpecColor]
- Emission[_Emission]
- }
- Lighting On
- SetTexture[_MainTex]{
- Combine texture * primary DOUBLE, texture * primary
- }
- }
- }
- }
- ///// "HIDDEN" SKYBOX SHADER /////
- ///// I MADE THIS MESS IN SHADERFORGE SO IT'S HUGE!!! WHOOPS!!!! /////
- // Shader created with Shader Forge v1.26
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:2,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:0,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:True,stva:1,stmr:255,stmw:255,stcp:4,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True;n:type:ShaderForge.SFN_Final,id:3554,x:32480,y:32959,varname:node_3554,prsc:2|emission-7568-OUT,alpha-5400-OUT;n:type:ShaderForge.SFN_Color,id:8306,x:31772,y:32686,ptovrint:False,ptlb:Sky Color,ptin:_SkyColor,varname:_SkyColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.02553246,c2:0.03709318,c3:0.1827586,c4:1;n:type:ShaderForge.SFN_ViewVector,id:2265,x:31161,y:32872,varname:node_2265,prsc:2;n:type:ShaderForge.SFN_Dot,id:7606,x:31418,y:32953,varname:node_7606,prsc:2,dt:1|A-2265-OUT,B-3211-OUT;n:type:ShaderForge.SFN_Vector3,id:3211,x:31161,y:32997,varname:node_3211,prsc:2,v1:0,v2:-1,v3:0;n:type:ShaderForge.SFN_Color,id:3839,x:31772,y:32848,ptovrint:False,ptlb:Horizon Color,ptin:_HorizonColor,varname:_HorizonColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.06617647,c2:0.5468207,c3:1,c4:1;n:type:ShaderForge.SFN_Power,id:4050,x:31772,y:32995,varname:node_4050,prsc:2|VAL-6125-OUT,EXP-7609-OUT;n:type:ShaderForge.SFN_Vector1,id:7609,x:31587,y:33095,varname:node_7609,prsc:2,v1:8;n:type:ShaderForge.SFN_OneMinus,id:6125,x:31587,y:32953,varname:node_6125,prsc:2|IN-7606-OUT;n:type:ShaderForge.SFN_Lerp,id:2737,x:31999,y:32869,cmnt:Sky,varname:node_2737,prsc:2|A-8306-RGB,B-3839-RGB,T-4050-OUT;n:type:ShaderForge.SFN_LightVector,id:3559,x:30723,y:33040,cmnt:Auto-adapts to your directional light,varname:node_3559,prsc:2;n:type:ShaderForge.SFN_Dot,id:1472,x:31082,y:33150,cmnt:Linear falloff to sun angle,varname:node_1472,prsc:2,dt:1|A-8269-OUT,B-8750-OUT;n:type:ShaderForge.SFN_ViewVector,id:8750,x:30895,y:33160,varname:node_8750,prsc:2;n:type:ShaderForge.SFN_Add,id:7568,x:32253,y:33060,cmnt:Sky plus Sun,varname:node_7568,prsc:2|A-2737-OUT,B-5855-OUT;n:type:ShaderForge.SFN_Negate,id:8269,x:30895,y:33040,varname:node_8269,prsc:2|IN-3559-OUT;n:type:ShaderForge.SFN_RemapRangeAdvanced,id:3001,x:31383,y:33282,cmnt:Modify radius of falloff,varname:node_3001,prsc:2|IN-1472-OUT,IMIN-1476-OUT,IMAX-1574-OUT,OMIN-9430-OUT,OMAX-6262-OUT;n:type:ShaderForge.SFN_Slider,id:2435,x:30320,y:33466,ptovrint:False,ptlb:Sun Radius B,ptin:_SunRadiusB,varname:_SunRadiusB,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.1,max:0.1;n:type:ShaderForge.SFN_Slider,id:3144,x:30320,y:33360,ptovrint:False,ptlb:Sun Radius A,ptin:_SunRadiusA,varname:_SunRadiusA,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:0.1;n:type:ShaderForge.SFN_Vector1,id:9430,x:31082,y:33610,varname:node_9430,prsc:2,v1:1;n:type:ShaderForge.SFN_Vector1,id:6262,x:31082,y:33668,varname:node_6262,prsc:2,v1:0;n:type:ShaderForge.SFN_Clamp01,id:7022,x:31556,y:33282,varname:node_7022,prsc:2|IN-3001-OUT;n:type:ShaderForge.SFN_OneMinus,id:1574,x:31082,y:33464,varname:node_1574,prsc:2|IN-8889-OUT;n:type:ShaderForge.SFN_OneMinus,id:1476,x:31082,y:33315,varname:node_1476,prsc:2|IN-3432-OUT;n:type:ShaderForge.SFN_Multiply,id:8889,x:30893,y:33464,varname:node_8889,prsc:2|A-9367-OUT,B-9367-OUT;n:type:ShaderForge.SFN_Multiply,id:3432,x:30893,y:33315,varname:node_3432,prsc:2|A-7933-OUT,B-7933-OUT;n:type:ShaderForge.SFN_Max,id:9367,x:30681,y:33464,varname:node_9367,prsc:2|A-3144-OUT,B-2435-OUT;n:type:ShaderForge.SFN_Min,id:7933,x:30681,y:33315,varname:node_7933,prsc:2|A-3144-OUT,B-2435-OUT;n:type:ShaderForge.SFN_Power,id:754,x:31772,y:33336,varname:node_754,prsc:2|VAL-7022-OUT,EXP-5929-OUT;n:type:ShaderForge.SFN_Vector1,id:5929,x:31556,y:33412,varname:node_5929,prsc:2,v1:5;n:type:ShaderForge.SFN_Multiply,id:5855,x:31957,y:33257,cmnt:Sun,varname:node_5855,prsc:2|A-2359-RGB,B-754-OUT,C-7055-OUT;n:type:ShaderForge.SFN_ValueProperty,id:7055,x:31772,y:33484,ptovrint:False,ptlb:Sun Intensity,ptin:_SunIntensity,varname:_SunIntensity,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;n:type:ShaderForge.SFN_LightColor,id:2359,x:31772,y:33210,cmnt:Get color from directional light,varname:node_2359,prsc:2;n:type:ShaderForge.SFN_Slider,id:5400,x:32117,y:33326,ptovrint:False,ptlb:Opacity,ptin:_Opacity,varname:node_5400,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:8306-3839-2435-3144-7055-5400;pass:END;sub:END;*/
- Shader "Shader Forge/CullSky" {
- Properties {
- _SkyColor ("Sky Color", Color) = (0.02553246,0.03709318,0.1827586,1)
- _HorizonColor ("Horizon Color", Color) = (0.06617647,0.5468207,1,1)
- _SunRadiusB ("Sun Radius B", Range(0, 0.1)) = 0.1
- _SunRadiusA ("Sun Radius A", Range(0, 0.1)) = 0
- _SunIntensity ("Sun Intensity", Float ) = 2
- _Opacity ("Opacity", Range(0, 1)) = 0
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Background"
- "RenderType"="Transparent"
- "PreviewType"="Skybox"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Stencil {
- Ref 1
- Comp Equal
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _SkyColor;
- uniform float4 _HorizonColor;
- uniform float _SunRadiusB;
- uniform float _SunRadiusA;
- uniform float _SunIntensity;
- uniform float _Opacity;
- struct VertexInput {
- float4 vertex : POSITION;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.posWorld = mul(_Object2World, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- ////// Lighting:
- ////// Emissive:
- float node_7933 = min(_SunRadiusA,_SunRadiusB);
- float node_1476 = (1.0 - (node_7933*node_7933));
- float node_9367 = max(_SunRadiusA,_SunRadiusB);
- float node_9430 = 1.0;
- float3 emissive = (lerp(_SkyColor.rgb,_HorizonColor.rgb,pow((1.0 - max(0,dot(viewDirection,float3(0,-1,0)))),8.0))+(_LightColor0.rgb*pow(saturate((node_9430 + ( (max(0,dot((-1*lightDirection),viewDirection)) - node_1476) * (0.0 - node_9430) ) / ((1.0 - (node_9367*node_9367)) - node_1476))),5.0)*_SunIntensity));
- float3 finalColor = emissive;
- return fixed4(finalColor,_Opacity);
- }
- ENDCG
- }
- }
- CustomEditor "ShaderForgeMaterialInspector"
- }
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