cwisbg

SoftShader

Jan 8th, 2019
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  1. // Shader created with Shader Forge v1.38
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:0,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:False,nrmq:0,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:False,rfrpn:Refraction,coma:15,ufog:True,aust:False,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:33738,y:33101,varname:node_9361,prsc:2|emission-8596-OUT;n:type:ShaderForge.SFN_NormalVector,id:1819,x:31718,y:32823,prsc:2,pt:False;n:type:ShaderForge.SFN_Dot,id:9321,x:31940,y:32913,varname:node_9321,prsc:2,dt:0|A-1819-OUT,B-2397-OUT;n:type:ShaderForge.SFN_LightVector,id:2397,x:31718,y:33047,varname:node_2397,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:9007,x:32638,y:33033,varname:node_9007,prsc:2,ntxv:0,isnm:False|UVIN-8328-OUT,TEX-8653-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:8653,x:32456,y:33122,ptovrint:False,ptlb:Ramp,ptin:_Ramp,varname:node_8653,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Append,id:8328,x:32456,y:32953,varname:node_8328,prsc:2|A-7928-OUT,B-896-OUT;n:type:ShaderForge.SFN_Dot,id:9646,x:31940,y:33142,varname:node_9646,prsc:2,dt:0|A-1819-OUT,B-1325-OUT;n:type:ShaderForge.SFN_ViewVector,id:1325,x:31718,y:33222,varname:node_1325,prsc:2;n:type:ShaderForge.SFN_Multiply,id:896,x:32246,y:33115,varname:node_896,prsc:2|A-9646-OUT,B-7500-OUT;n:type:ShaderForge.SFN_Vector1,id:7500,x:32075,y:33264,varname:node_7500,prsc:2,v1:0.8;n:type:ShaderForge.SFN_Multiply,id:5332,x:32134,y:32875,varname:node_5332,prsc:2|A-9321-OUT,B-5360-OUT;n:type:ShaderForge.SFN_Vector1,id:5360,x:32035,y:33071,varname:node_5360,prsc:2,v1:0.3;n:type:ShaderForge.SFN_Add,id:7928,x:32330,y:32767,varname:node_7928,prsc:2|A-5332-OUT,B-432-OUT;n:type:ShaderForge.SFN_Vector1,id:432,x:32196,y:33029,varname:node_432,prsc:2,v1:0.5;n:type:ShaderForge.SFN_LightAttenuation,id:5245,x:32586,y:33631,varname:node_5245,prsc:2;n:type:ShaderForge.SFN_Power,id:6699,x:32895,y:33702,varname:node_6699,prsc:2|VAL-5245-OUT,EXP-4109-OUT;n:type:ShaderForge.SFN_ValueProperty,id:4109,x:32580,y:33941,ptovrint:False,ptlb:LightFalloff,ptin:_LightFalloff,varname:node_4109,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_Color,id:1337,x:32610,y:33436,ptovrint:False,ptlb:SSS_Color,ptin:_SSS_Color,varname:node_1337,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0.5259635,c3:0.09558821,c4:1;n:type:ShaderForge.SFN_Multiply,id:8596,x:33170,y:33140,varname:node_8596,prsc:2|A-9007-RGB,B-1337-RGB,C-6699-OUT;proporder:4109-8653-1337;pass:END;sub:END;*/
  5.  
  6. Shader "Shader Forge/SSS_custom" {
  7. Properties {
  8. _LightFalloff ("LightFalloff", Float ) = 0.1
  9. _Ramp ("Ramp", 2D) = "white" {}
  10. _SSS_Color ("SSS_Color", Color) = (1,0.5259635,0.09558821,1)
  11. }
  12. SubShader {
  13. Tags {
  14. "RenderType"="Opaque"
  15. }
  16. Pass {
  17. Name "FORWARD"
  18. Tags {
  19. "LightMode"="ForwardBase"
  20. }
  21.  
  22.  
  23. CGPROGRAM
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #define UNITY_PASS_FORWARDBASE
  27. #include "UnityCG.cginc"
  28. #include "AutoLight.cginc"
  29. #include "Lighting.cginc"
  30. #pragma multi_compile_fwdbase_fullshadows
  31. #pragma multi_compile_fog
  32. #pragma only_renderers d3d9 d3d11 glcore gles
  33. #pragma target 3.0
  34. uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
  35. uniform float _LightFalloff;
  36. uniform float4 _SSS_Color;
  37. struct VertexInput {
  38. float4 vertex : POSITION;
  39. float3 normal : NORMAL;
  40. };
  41. struct VertexOutput {
  42. float4 pos : SV_POSITION;
  43. float4 posWorld : TEXCOORD0;
  44. float3 normalDir : TEXCOORD1;
  45. LIGHTING_COORDS(2,3)
  46. UNITY_FOG_COORDS(4)
  47. };
  48. VertexOutput vert (VertexInput v) {
  49. VertexOutput o = (VertexOutput)0;
  50. o.normalDir = UnityObjectToWorldNormal(v.normal);
  51. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  52. o.pos = UnityObjectToClipPos( v.vertex );
  53. UNITY_TRANSFER_FOG(o,o.pos);
  54. TRANSFER_VERTEX_TO_FRAGMENT(o)
  55. return o;
  56. }
  57. float4 frag(VertexOutput i) : COLOR {
  58. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  59. float3 normalDirection = i.normalDir;
  60. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  61. ////// Lighting:
  62. float attenuation = LIGHT_ATTENUATION(i);
  63. ////// Emissive:
  64. float2 node_8328 = float2(((dot(i.normalDir,lightDirection)*0.3)+0.5),(dot(i.normalDir,viewDirection)*0.8));
  65. float4 node_9007 = tex2D(_Ramp,TRANSFORM_TEX(node_8328, _Ramp));
  66. float3 emissive = (node_9007.rgb*_SSS_Color.rgb*pow(attenuation,_LightFalloff));
  67. float3 finalColor = emissive;
  68. fixed4 finalRGBA = fixed4(finalColor,1);
  69. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  70. return finalRGBA;
  71. }
  72. ENDCG
  73. }
  74. }
  75. FallBack "Diffuse"
  76. CustomEditor "ShaderForgeMaterialInspector"
  77. }
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