Files
FueraDeEscala/Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse (Improved).shader
2026-03-29 23:03:14 -07:00

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Shader "Custom/URP/TransparentDiffuseImproved"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Color", Color) = (1,1,1,1)
_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
float3 positionWS : TEXCOORD4;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = baseMap.rgb * _BaseColor.rgb;
float alpha = baseMap.a * _BaseColor.a;
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
float3x3 TBN = float3x3(
normalize(IN.tangentWS),
normalize(IN.bitangentWS),
normalize(IN.normalWS)
);
float3 normalWS = normalize(mul(normalTS, TBN));
InputData lightingInput;
lightingInput.positionWS = IN.positionWS;
lightingInput.normalWS = normalWS;
lightingInput.viewDirectionWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
lightingInput.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
lightingInput.fogCoord = 0;
lightingInput.vertexLighting = float3(0,0,0);
lightingInput.bakedGI = SampleSH(normalWS);
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.specular = 0;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = normalTS;
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
half4 color = UniversalFragmentPBR(lightingInput, surfaceData);
color.a = alpha;
return color;
}
ENDHLSL
}
}
}