// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Ultimate Character Controller/Demo/VolumetricCone" { Properties { _Strength("Strength", Float) = 0.5 _Color("Color", Color) = (1,1,1,1) _Emissive("Emissive", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float eyeDepth; }; uniform float4 _Color; uniform sampler2D _Emissive; uniform float4 _Emissive_ST; uniform float _Strength; void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z; } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Emissive = i.uv_texcoord * _Emissive_ST.xy + _Emissive_ST.zw; float4 tex2DNode7 = tex2D( _Emissive, uv_Emissive ); float4 temp_output_16_0 = ( _Color * tex2DNode7 ); o.Albedo = temp_output_16_0.rgb; o.Emission = temp_output_16_0.rgb; float cameraDepthFade1 = (( i.eyeDepth -_ProjectionParams.y - 0.0 ) / _Strength); o.Alpha = ( tex2DNode7.a * cameraDepthFade1 ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows vertex:vertexDataFunc 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" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float3 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.customPack1.z = customInputData.eyeDepth; 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 ); surfIN.uv_texcoord = IN.customPack1.xy; surfIN.eyeDepth = IN.customPack1.z; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=16900 420;85;1204;840;849.1379;327.8673;1;True;True Node;AmplifyShaderEditor.RangedFloatNode;3;-753.6998,303.6097;Float;False;Property;_Strength;Strength;0;0;Create;True;0;0;False;0;0.5;13.79;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;7;-592.7507,18.54935;Float;True;Property;_Emissive;Emissive;2;0;Create;True;0;0;False;0;None;9789a18891e93664399c7f65f3f0671c;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 Node;AmplifyShaderEditor.ColorNode;6;-491.1893,-185.1877;Float;False;Property;_Color;Color;1;0;Create;True;0;0;False;0;1,1,1,1;0.990566,0.9693989,0.873754,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.CameraDepthFade;1;-558.175,278.1753;Float;False;3;2;FLOAT3;0,0,0;False;0;FLOAT;5;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;16;-187.5066,24.24658;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;18;-214.1379,214.1327;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;Ultimate Character Controller/Demo/VolumetricCone;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;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;2;5;False;-1;10;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;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;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;1;0;3;0 WireConnection;16;0;6;0 WireConnection;16;1;7;0 WireConnection;18;0;7;4 WireConnection;18;1;1;0 WireConnection;0;0;16;0 WireConnection;0;2;16;0 WireConnection;0;9;18;0 ASEEND*/ //CHKSM=B47F0DC902471A943CF3C0CF5890425E77C70B25