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GameDevGameJamV2/Assets/AssetStore/DissolveEmissionShader/DissolveEmission.shader
2022-05-21 16:42:57 +02:00

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Shader "DissolverShader/DissolveShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrenght ("Normal Strength", Range(0, 1.5)) = 0.5
_DissolveMap ("Dissolve Map", 2D) = "white" {}
_DissolveAmount ("DissolveAmount", Range(0,1)) = 0
_DissolveColor ("DissolveColor", Color) = (1,1,1,1)
_DissolveEmission ("DissolveEmission", Range(0,1)) = 1
_DissolveWidth ("DissolveWidth", Range(0,0.1)) = 0.05
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
sampler2D _DissolveMap;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float2 uv_DissolveMap;
};
half _DissolveAmount;
half _NormalStrenght;
half _Glossiness;
half _Metallic;
half _DissolveEmission;
half _DissolveWidth;
fixed4 _Color;
fixed4 _DissolveColor;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 mask = tex2D (_DissolveMap, IN.uv_DissolveMap);
if(mask.r < _DissolveAmount)
discard;
o.Albedo = c.rgb;
if(mask.r < _DissolveAmount + _DissolveWidth) {
o.Albedo = _DissolveColor;
o.Emission = _DissolveColor * _DissolveEmission;
}
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
o.Normal = UnpackScaleNormal(tex2D(_NormalMap, IN.uv_NormalMap), _NormalStrenght);
}
ENDCG
}
FallBack "Diffuse"
}