// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Raliv/Processing" { Properties { _MainTex("MainTex", 2D) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float3 worldPos; float3 worldNormal; }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform sampler2D _MainTex; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); float3 ase_worldNormal = i.worldNormal; float3 ase_worldPos = i.worldPos; #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld float3 ase_worldlightDir = 0; #else //aseld float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); #endif //aseld float dotResult5_g1 = dot( ase_worldNormal , ase_worldlightDir ); c.rgb = ( tex2DNode1 * (dotResult5_g1*0.5 + 0.5) ).rgb; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); o.Emission = tex2DNode1.rgb; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; float3 worldNormal : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.worldNormal = worldNormal; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = IN.worldNormal; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18707 33;27;1211;1004;2412.812;1140.545;1.660861;True;False Node;AmplifyShaderEditor.PosVertexDataNode;5;-2560.001,-634.7346;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.UnityObjToClipPosHlpNode;3;-2289.969,-634.7347;Inherit;False;1;0;FLOAT3;0,0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ComputeScreenPosHlpNode;4;-2044.049,-637.9496;Inherit;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.ComponentMaskNode;6;-1714.545,-385.5974;Inherit;False;False;False;False;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode;7;-1491.126,-461.142;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SwizzleNode;9;-1346.465,-474.0009;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-1164.836,-475.6081;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;10,10;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RotateAboutAxisNode;12;-910.3022,-665.2658;Inherit;False;False;4;0;FLOAT3;0,0,1;False;1;FLOAT;45;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SamplerNode;1;-522.2464,-454.3602;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.FunctionNode;10;-677.8023,83.01329;Inherit;False;Half Lambert Term;-1;;1;86299dc21373a954aa5772333626c9c1;0;1;3;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-307.4708,49.20313;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;CustomLighting;Raliv/Processing;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;3;0;5;0 WireConnection;4;0;3;0 WireConnection;6;0;4;0 WireConnection;7;0;4;0 WireConnection;7;1;6;0 WireConnection;9;0;7;0 WireConnection;8;0;9;0 WireConnection;12;3;8;0 WireConnection;1;1;12;0 WireConnection;11;0;1;0 WireConnection;11;1;10;0 WireConnection;0;2;1;0 WireConnection;0;13;11;0 ASEEND*/ //CHKSM=4CB46F1DAA3F16148CE3C8BD88AD73ECA90C55B0