// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/ASE_MixerShader" { Properties { [Header(Translucency)] _Translucency("Strength", Range( 0 , 50)) = 1 _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 _TransDirect("Direct", Range( 0 , 1)) = 1 _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 _Diffuse1("Diffuse1", 2D) = "white" {} _TransShadow("Shadow", Range( 0 , 1)) = 0.9 _SpecGloss1("SpecGloss1", 2D) = "white" {} _Diffuse2("Diffuse2", 2D) = "white" {} _SpecGloss2("SpecGloss2", 2D) = "white" {} _NormalMap("NormalMap", 2D) = "bump" {} _MixAmount("MixAmount", Range( 0 , 1)) = 0 _TranslucencyPower("TranslucencyPower", Range( 0 , 1)) = 0.5 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGPROGRAM #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma surface surf StandardSpecularCustom keepalpha addshadow fullforwardshadows exclude_path:deferred struct Input { float2 uv_texcoord; }; struct SurfaceOutputStandardSpecularCustom { half3 Albedo; half3 Normal; half3 Emission; half3 Specular; half Smoothness; half Occlusion; half Alpha; half3 Translucency; }; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _Diffuse1; uniform float4 _Diffuse1_ST; uniform sampler2D _Diffuse2; uniform float4 _Diffuse2_ST; uniform float _MixAmount; uniform sampler2D _SpecGloss1; uniform float4 _SpecGloss1_ST; uniform sampler2D _SpecGloss2; uniform float4 _SpecGloss2_ST; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; uniform float _TranslucencyPower; inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi ) { #if !DIRECTIONAL float3 lightAtten = gi.light.color; #else float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); #endif half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); SurfaceOutputStandardSpecular r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Specular = s.Specular; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandardSpecular (r, viewDir, gi) + c; } inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi ) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); #else UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); #endif } void surf( Input i , inout SurfaceOutputStandardSpecularCustom o ) { float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); float2 uv_Diffuse1 = i.uv_texcoord * _Diffuse1_ST.xy + _Diffuse1_ST.zw; float4 tex2DNode1 = tex2D( _Diffuse1, uv_Diffuse1 ); float2 uv_Diffuse2 = i.uv_texcoord * _Diffuse2_ST.xy + _Diffuse2_ST.zw; float4 lerpResult7 = lerp( tex2DNode1 , tex2D( _Diffuse2, uv_Diffuse2 ) , _MixAmount); o.Albedo = lerpResult7.rgb; float2 uv_SpecGloss1 = i.uv_texcoord * _SpecGloss1_ST.xy + _SpecGloss1_ST.zw; float2 uv_SpecGloss2 = i.uv_texcoord * _SpecGloss2_ST.xy + _SpecGloss2_ST.zw; float4 lerpResult8 = lerp( tex2D( _SpecGloss1, uv_SpecGloss1 ) , tex2D( _SpecGloss2, uv_SpecGloss2 ) , _MixAmount); float4 break9 = lerpResult8; float4 appendResult10 = (float4(break9.r , break9.g , break9.b , 0.0)); o.Specular = appendResult10.xyz; o.Smoothness = break9.a; o.Translucency = ( tex2DNode1 * _TranslucencyPower ).rgb; o.Alpha = 1; } ENDCG } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=16100 447;732;996;636;459.3148;291.8404;1.408453;True;False Node;AmplifyShaderEditor.RangedFloatNode;6;-736.7779,4.195162;Float;False;Property;_MixAmount;MixAmount;11;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;4;-418.6291,341.1088;Float;True;Property;_SpecGloss2;SpecGloss2;9;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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