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               Question by 
               AberrantCurse · May 24, 2020 at 04:00 AM · 
                shaderrenderingshadowsshader programmingshaderlab  
              
 
              Unity Shader Render Queue Causing Various Problems.
 (Notice the Dof cutting off near the middle) 
 (Notice the Shadow piercing.)
 Shader "Custom/MasterEnvi"
 {
     Properties
     {
         _Color("Color", Color) = (1,1,1,1)
         _MainTex("Albedo (RGB)", 2D) = "white" {}
         _EmisionTex("Emmision (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _Clip("Clip", Range(0,1)) = 0.0
         _EmissionIntensity("Emit Intensity", Range(0,1)) = 0.0
         _NormalIntensity("NormalIntensity", Range(0,1)) = 1
          _Bump("Bump Map (RGB)", 2D) = "bump" {}
         _DisolvePattern("Disolve Texture (RGB)", 2D) = "white"{}
         _DisolveAmmount("Disolve Amount", Range(0,1)) = 1
         _Highlight("HighLightStrength", Range(0,1)) = 0
         _HighlightCutoff("HighLight Cutoff", Range(0,1)) = 0.2
         [HDR] _Glow("Color", Color) = (1,1,1,1)
     }
         SubShader
         {
             Name "Caster"
             Tags { "Queue" = "Geometry" "RenderType" = "TransparentCutout" "IgnoreProjector" = "True"}
             LOD 200
             Cull Off
             ZWrite On
             AlphaToMask On
             CGPROGRAM
             // Physically based Standard lighting model, and enable shadows on all light types
             #pragma surface surf Standard fullforwardshadows vertex:vert
 
             // Use shader model 3.0 target, to get nicer looking lighting
             #pragma target 3.0
 
             sampler2D _MainTex;
             sampler2D _EmisionTex;
             sampler2D _Bump;
             sampler2D _DisolvePattern;
 
             struct Input
             {
                 float2 uv_MainTex;
             };
             half _Glossiness;
             half _Metallic;
             half _Clip;
             half _EmissionIntensity;
             half _NormalIntensity;
             half _DisolveAmmount;
             half _Highlight;
             half _HighlightCutoff;
             fixed4 _FresnelColor;
             float _FresnelIntensity;
             fixed4 _Color;
             fixed4 _Glow;
             // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
             // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
             // #pragma instancing_options assumeuniformscaling
             UNITY_INSTANCING_BUFFER_START(Props)
                 // put more per-instance properties here
             UNITY_INSTANCING_BUFFER_END(Props)
                void vert(inout appdata_full v) {
                 float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
                 float3 worldNorm = UnityObjectToWorldNormal(v.normal);
                 float3 viewDir = worldPos - _WorldSpaceCameraPos;
                 v.normal *= dot(viewDir, worldNorm) > 0 ? -1 : 1;
             }
             void surf(Input IN, inout SurfaceOutputStandard o)
             {
                 // Albedo comes from a texture tinted by color
                 fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                 fixed4 e = tex2D(_EmisionTex, IN.uv_MainTex);
                 fixed4 bump = tex2D(_Bump, IN.uv_MainTex);
                 fixed4 disovle = tex2D(_DisolvePattern, IN.uv_MainTex);
                 // Metallic and smoothness come from slider variables
                 o.Metallic = _Metallic;
                 o.Smoothness = _Glossiness;
                 o.Albedo = c.rgb;
                 o.Alpha = c.a;
                 o.Emission = e.rgb* _EmissionIntensity;
                 bump = lerp(float4(0.5, 0.5, 1,1), tex2D(_Bump, IN.uv_MainTex), _NormalIntensity);
                 o.Normal = UnpackNormal(bump);
                 clip(o.Alpha - 0.99);
                 clip(disovle.r - _DisolveAmmount);
                 if (c.r < _HighlightCutoff) {
                     o.Emission = _Highlight;
                 }
             }
             ENDCG
         }
             FallBack "Standard"
 
 }
 
              
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