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- // Shader created with Shader Forge v1.25
- // 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:1.25;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,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:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,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:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|emission-2460-OUT,custl-5085-OUT;n:type:ShaderForge.SFN_LightAttenuation,id:8068,x:32502,y:33049,varname:node_8068,prsc:2;n:type:ShaderForge.SFN_LightColor,id:3406,x:32734,y:32952,varname:node_3406,prsc:2;n:type:ShaderForge.SFN_LightVector,id:6869,x:31858,y:32654,varname:node_6869,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:9684,x:31858,y:32782,prsc:2,pt:True;n:type:ShaderForge.SFN_HalfVector,id:9471,x:31858,y:32933,varname:node_9471,prsc:2;n:type:ShaderForge.SFN_Dot,id:7782,x:32070,y:32697,cmnt:Lambert,varname:node_7782,prsc:2,dt:1|A-6869-OUT,B-9684-OUT;n:type:ShaderForge.SFN_Dot,id:3269,x:32070,y:32871,cmnt:Blinn-Phong,varname:node_3269,prsc:2,dt:1|A-9684-OUT,B-9471-OUT;n:type:ShaderForge.SFN_Multiply,id:2746,x:32465,y:32866,cmnt:Specular Contribution,varname:node_2746,prsc:2|A-7782-OUT,B-5267-OUT,C-4865-RGB;n:type:ShaderForge.SFN_Tex2d,id:851,x:32070,y:32349,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1941,x:32465,y:32693,cmnt:Diffuse Contribution,varname:node_1941,prsc:2|A-544-OUT,B-7782-OUT;n:type:ShaderForge.SFN_Color,id:5927,x:32070,y:32534,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5927,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Exp,id:1700,x:32070,y:33054,varname:node_1700,prsc:2,et:1|IN-9978-OUT;n:type:ShaderForge.SFN_Slider,id:5328,x:31529,y:33056,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:node_5328,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Power,id:5267,x:32268,y:32940,varname:node_5267,prsc:2|VAL-3269-OUT,EXP-1700-OUT;n:type:ShaderForge.SFN_Add,id:2159,x:32734,y:32812,cmnt:Combine,varname:node_2159,prsc:2|A-1941-OUT,B-2746-OUT;n:type:ShaderForge.SFN_Multiply,id:5085,x:33031,y:32994,cmnt:Attenuate and Color,varname:node_5085,prsc:2|A-2159-OUT,B-3406-RGB,C-9994-R;n:type:ShaderForge.SFN_ConstantLerp,id:9978,x:31858,y:33056,varname:node_9978,prsc:2,a:1,b:11|IN-5328-OUT;n:type:ShaderForge.SFN_Color,id:4865,x:32268,y:33095,ptovrint:False,ptlb:Spec Color,ptin:_SpecColor,varname:node_4865,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_AmbientLight,id:7528,x:32734,y:32646,varname:node_7528,prsc:2;n:type:ShaderForge.SFN_Multiply,id:2460,x:32927,y:32598,cmnt:Ambient Light,varname:node_2460,prsc:2|A-544-OUT,B-7528-RGB;n:type:ShaderForge.SFN_Multiply,id:544,x:32268,y:32448,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-5927-RGB;n:type:ShaderForge.SFN_Tex2d,id:9994,x:32815,y:33099,ptovrint:False,ptlb:AttenRamp,ptin:_AttenRamp,varname:node_9994,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e9a9781cad112c75d0008dfa8d76c639,ntxv:0,isnm:False|UVIN-51-OUT;n:type:ShaderForge.SFN_Append,id:51,x:32650,y:33099,varname:node_51,prsc:2|A-8068-OUT,B-4791-OUT;n:type:ShaderForge.SFN_Vector1,id:4791,x:32496,y:33178,varname:node_4791,prsc:2,v1:0;proporder:851-5927-5328-4865-9994;pass:END;sub:END;*/
- Shader "Shader Forge/CustomAtten" {
- Properties {
- _Diffuse ("Diffuse", 2D) = "white" {}
- _Color ("Color", Color) = (0.5,0.5,0.5,1)
- _Gloss ("Gloss", Range(0, 1)) = 0.5
- _SpecColor ("Spec Color", Color) = (1,1,1,1)
- _AttenRamp ("AttenRamp", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile_fog
- #pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _Color;
- uniform float _Gloss;
- uniform sampler2D _AttenRamp; uniform float4 _AttenRamp_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- LIGHTING_COORDS(3,4)
- UNITY_FOG_COORDS(5)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(_Object2World, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- ////// Emissive:
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
- float3 node_544 = (_Diffuse_var.rgb*_Color.rgb); // Diffuse Color
- float3 emissive = (node_544*UNITY_LIGHTMODEL_AMBIENT.rgb);
- float node_7782 = max(0,dot(lightDirection,normalDirection)); // Lambert
- //Custom Attenuation
- float2 node_51 = float2(attenuation,0.0);
- float4 _AttenRamp_var = tex2D(_AttenRamp,TRANSFORM_TEX(node_51, _AttenRamp));
- float3 finalColor = emissive + (((node_544*node_7782)+(node_7782*pow(max(0,dot(normalDirection,halfDirection)),exp2(lerp(1,11,_Gloss)))*_SpecColor.rgb))*_LightColor0.rgb*_AttenRamp_var.r);
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile_fog
- #pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _Color;
- uniform float _Gloss;
- uniform sampler2D _AttenRamp; uniform float4 _AttenRamp_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- LIGHTING_COORDS(3,4)
- UNITY_FOG_COORDS(5)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(_Object2World, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
- float3 node_544 = (_Diffuse_var.rgb*_Color.rgb); // Diffuse Color
- float node_7782 = max(0,dot(lightDirection,normalDirection)); // Lambert
- //Custom Attenuation
- float2 node_51 = float2(attenuation,0.0);
- float4 _AttenRamp_var = tex2D(_AttenRamp,TRANSFORM_TEX(node_51, _AttenRamp));
- float3 finalColor = (((node_544*node_7782)+(node_7782*pow(max(0,dot(normalDirection,halfDirection)),exp2(lerp(1,11,_Gloss)))*_SpecColor.rgb))*_LightColor0.rgb*_AttenRamp_var.r);
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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