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  1. ///// "PORTAL" SHADER /////
  2. Shader "Custom/PortalShader" {
  3. Properties {
  4. _Color ("Color", Color) = (1,1,1,1)
  5. _MainTex ("Albedo (RGB)", 2D) = "white" {}
  6. _Glossiness ("Smoothness", Range(0,1)) = 0.5
  7. _Metallic ("Metallic", Range(0,1)) = 0.0
  8. }
  9. SubShader {
  10. Tags { "RenderType"="Opaque" }
  11. LOD 200
  12. ZWrite Off
  13. ColorMask 0
  14.  
  15. Pass {
  16. Stencil {
  17. Ref 1
  18. Comp always
  19. Pass replace
  20. }
  21. }
  22.  
  23. CGPROGRAM
  24. // Physically based Standard lighting model, and enable shadows on all light types
  25. #pragma surface surf Standard fullforwardshadows
  26.  
  27. // Use shader model 3.0 target, to get nicer looking lighting
  28. #pragma target 3.0
  29.  
  30. sampler2D _MainTex;
  31.  
  32. struct Input {
  33. float2 uv_MainTex;
  34. };
  35.  
  36. half _Glossiness;
  37. half _Metallic;
  38. fixed4 _Color;
  39.  
  40. void surf (Input IN, inout SurfaceOutputStandard o) {
  41. // Albedo comes from a texture tinted by color
  42. fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
  43. o.Albedo = c.rgb;
  44. // Metallic and smoothness come from slider variables
  45. o.Metallic = _Metallic;
  46. o.Smoothness = _Glossiness;
  47. o.Alpha = c.a;
  48. }
  49. ENDCG
  50. }
  51. FallBack "Diffuse"
  52. }
  53.  
  54.  
  55. ///// "HIDDEN" OBJECT SHADER /////
  56. Shader "Transparent/Hidden VertexLit w Z" {
  57. Properties{
  58. _Color("Main Color", Color) = (1,1,1,1)
  59. _SpecColor("Spec Color", Color) = (1,1,1,0)
  60. _Emission("Emissive Color", Color) = (0,0,0,0)
  61. _Shininess("Shininess", Range(0.1, 1)) = 0.7
  62. _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
  63. }
  64.  
  65. SubShader{
  66. Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
  67. // Stencil stuff???
  68. Stencil {
  69. Ref 1
  70. Comp Equal
  71. }
  72.  
  73. // Render into depth buffer only
  74. Pass{
  75. ColorMask 0
  76. }
  77. // Render normally
  78. Pass{
  79. ZWrite Off
  80. Blend SrcAlpha OneMinusSrcAlpha
  81. ColorMask RGB
  82. Material{
  83. Diffuse[_Color]
  84. Ambient[_Color]
  85. Shininess[_Shininess]
  86. Specular[_SpecColor]
  87. Emission[_Emission]
  88. }
  89. Lighting On
  90. SetTexture[_MainTex]{
  91. Combine texture * primary DOUBLE, texture * primary
  92. }
  93. }
  94. }
  95. }
  96.  
  97. ///// "HIDDEN" SKYBOX SHADER /////
  98. ///// I MADE THIS MESS IN SHADERFORGE SO IT'S HUGE!!! WHOOPS!!!! /////
  99. // Shader created with Shader Forge v1.26
  100. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  101. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  102. /*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;*/
  103.  
  104. Shader "Shader Forge/CullSky" {
  105. Properties {
  106. _SkyColor ("Sky Color", Color) = (0.02553246,0.03709318,0.1827586,1)
  107. _HorizonColor ("Horizon Color", Color) = (0.06617647,0.5468207,1,1)
  108. _SunRadiusB ("Sun Radius B", Range(0, 0.1)) = 0.1
  109. _SunRadiusA ("Sun Radius A", Range(0, 0.1)) = 0
  110. _SunIntensity ("Sun Intensity", Float ) = 2
  111. _Opacity ("Opacity", Range(0, 1)) = 0
  112. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  113. }
  114. SubShader {
  115. Tags {
  116. "IgnoreProjector"="True"
  117. "Queue"="Background"
  118. "RenderType"="Transparent"
  119. "PreviewType"="Skybox"
  120. }
  121. Pass {
  122. Name "FORWARD"
  123. Tags {
  124. "LightMode"="ForwardBase"
  125. }
  126.  
  127.  
  128. Stencil {
  129. Ref 1
  130. Comp Equal
  131. }
  132. CGPROGRAM
  133. #pragma vertex vert
  134. #pragma fragment frag
  135. #define UNITY_PASS_FORWARDBASE
  136. #include "UnityCG.cginc"
  137. #pragma multi_compile_fwdbase
  138. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  139. #pragma target 3.0
  140. uniform float4 _LightColor0;
  141. uniform float4 _SkyColor;
  142. uniform float4 _HorizonColor;
  143. uniform float _SunRadiusB;
  144. uniform float _SunRadiusA;
  145. uniform float _SunIntensity;
  146. uniform float _Opacity;
  147. struct VertexInput {
  148. float4 vertex : POSITION;
  149. };
  150. struct VertexOutput {
  151. float4 pos : SV_POSITION;
  152. float4 posWorld : TEXCOORD0;
  153. };
  154. VertexOutput vert (VertexInput v) {
  155. VertexOutput o = (VertexOutput)0;
  156. o.posWorld = mul(_Object2World, v.vertex);
  157. float3 lightColor = _LightColor0.rgb;
  158. o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
  159. return o;
  160. }
  161. float4 frag(VertexOutput i) : COLOR {
  162. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  163. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  164. float3 lightColor = _LightColor0.rgb;
  165. ////// Lighting:
  166. ////// Emissive:
  167. float node_7933 = min(_SunRadiusA,_SunRadiusB);
  168. float node_1476 = (1.0 - (node_7933*node_7933));
  169. float node_9367 = max(_SunRadiusA,_SunRadiusB);
  170. float node_9430 = 1.0;
  171. 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));
  172. float3 finalColor = emissive;
  173. return fixed4(finalColor,_Opacity);
  174. }
  175. ENDCG
  176. }
  177. }
  178. CustomEditor "ShaderForgeMaterialInspector"
  179. }
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