Advertisement
Guest User

ToonLitDisappearMultiple

a guest
Jun 25th, 2018
949
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.81 KB | None | 0 0
  1. Shader "Toon/Lit Dissolve Appear Fog" {
  2. Properties {
  3. _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
  4. _MainTex ("Base (RGB)", 2D) = "white" {}
  5. _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
  6. _NoiseTex("Dissolve Noise", 2D) = "white"{}
  7. _NScale ("Noise Scale", Range(0, 10)) = 1
  8. _DisAmount("Noise Texture Opacity", Range(0.01, 1)) = 0
  9. _Radius("Radius", Range(0, 20)) = 0
  10. [Toggle(ALPHA)] _ALPHA("No Shadows on Transparent", Float) = 0
  11.  
  12. }
  13.  
  14. SubShader{
  15. Tags { "RenderType" = "Transparent" }
  16. LOD 200
  17. Cull Off
  18.  
  19.  
  20. Blend SrcAlpha OneMinusSrcAlpha // transparency
  21. CGPROGRAM
  22.  
  23.  
  24.  
  25. #pragma shader_feature LIGHTMAP
  26. #pragma surface surf ToonRamp alphatest:_ALPHA addshadow// transparency
  27.  
  28. sampler2D _Ramp;
  29.  
  30. // custom lighting function that uses a texture ramp based
  31. // on angle between light direction and normal
  32. #pragma lighting ToonRamp exclude_path:prepass
  33. inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
  34. {
  35. #ifndef USING_DIRECTIONAL_LIGHT
  36. lightDir = normalize(lightDir);
  37. #endif
  38.  
  39. half d = dot (s.Normal, lightDir)*0.5 + 0.5;
  40. half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
  41.  
  42. half4 c;
  43. c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
  44. //c.a = 0; we don't want the alpha
  45. c.a = s.Alpha; // use the alpha of the surface output
  46. return c;
  47. }
  48. uniform float3 _Position;
  49. uniform float _ArrayLength;
  50. uniform float3 _Positions[100];
  51. float _Radius;
  52.  
  53. sampler2D _MainTex;
  54. float4 _Color;
  55. sampler2D _NoiseTex;//
  56. float _DisAmount, _NScale;//
  57.  
  58.  
  59. struct Input {
  60. float2 uv_MainTex : TEXCOORD0;
  61. float3 worldPos;// built in value to use the world space position
  62. float3 worldNormal;
  63.  
  64. };
  65.  
  66. void surf (Input IN, inout SurfaceOutput o) {
  67. half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
  68.  
  69. // triplanar noise
  70. float3 blendNormal = saturate(pow(IN.worldNormal * 1.4,4));
  71. half4 nSide1 = tex2D(_NoiseTex, (IN.worldPos.xy + _Time.x) * _NScale);
  72. half4 nSide2 = tex2D(_NoiseTex, (IN.worldPos.xz + _Time.x) * _NScale);
  73. half4 nTop = tex2D(_NoiseTex, (IN.worldPos.yz + _Time.x) * _NScale);
  74.  
  75. float3 noisetexture = nSide1;
  76. noisetexture = lerp(noisetexture, nTop, blendNormal.x);
  77. noisetexture = lerp(noisetexture, nSide2, blendNormal.y);
  78.  
  79. // distance influencer position to world position and sphere radius
  80. float3 sphereRNoise;
  81. for (int i = 0; i < 100; i++){
  82. float3 dis = distance(_Positions[i], IN.worldPos);
  83. float3 sphereR = 1- saturate(dis / _Radius);
  84. sphereR *= noisetexture;
  85. sphereRNoise += (sphereR);
  86. }
  87.  
  88. c.a = step(sphereRNoise, _DisAmount);
  89. o.Albedo = noisetexture + _Color;
  90. o.Alpha = c.a;
  91.  
  92.  
  93.  
  94. }
  95. ENDCG
  96.  
  97. }
  98.  
  99. Fallback "Diffuse"
  100. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement