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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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