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203 lines
5.6 KiB
Plaintext
203 lines
5.6 KiB
Plaintext
3 months ago
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// Toony Colors Pro+Mobile 2
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// (c) 2014-2019 Jean Moreno
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Shader "Voodoo_LaunchOps/SliderRampSpecularRimTransparent"
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{
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Properties
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{
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[TCP2HeaderHelp(BASE, Base Properties)]
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//TOONY COLORS
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_Color ("Color", Color) = (1,1,1,1)
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_HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
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_SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)
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//DIFFUSE
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_MainTex ("Main Texture", 2D) = "white" {}
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[TCP2Separator]
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//TOONY COLORS RAMP
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[TCP2Header(RAMP SETTINGS)]
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_RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
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_RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
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[TCP2Separator]
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[TCP2HeaderHelp(SPECULAR, Specular)]
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//SPECULAR
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Smoothness ("Size", Float) = 0.2
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_SpecSmooth ("Smoothness", Range(0,1)) = 0.05
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[TCP2Separator]
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[TCP2HeaderHelp(RIM, Rim)]
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//RIM LIGHT
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_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
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_RimMin ("Rim Min", Range(0,2)) = 0.5
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_RimMax ("Rim Max", Range(0,2)) = 1.0
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[TCP2Separator]
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[TCP2HeaderHelp(TRANSPARENCY)]
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//Blending
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendTCP2 ("Blending Source", Float) = 5
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendTCP2 ("Blending Dest", Float) = 10
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[TCP2Separator]
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//Avoid compile error if the properties are ending with a drawer
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[HideInInspector] __dummy__ ("unused", Float) = 0
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Blend [_SrcBlendTCP2] [_DstBlendTCP2]
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CGPROGRAM
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#pragma surface surf ToonyColorsCustom keepalpha exclude_path:deferred exclude_path:prepass
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#pragma target 3.0
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//================================================================
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// VARIABLES
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fixed4 _Color;
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sampler2D _MainTex;
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fixed _Smoothness;
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fixed4 _RimColor;
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fixed _RimMin;
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fixed _RimMax;
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float4 _RimDir;
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#define UV_MAINTEX uv_MainTex
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struct Input
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{
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half2 uv_MainTex;
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float3 viewDir;
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};
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//================================================================
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// CUSTOM LIGHTING
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//Lighting-related variables
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fixed4 _HColor;
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fixed4 _SColor;
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half _RampThreshold;
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half _RampSmooth;
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fixed _SpecSmooth;
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// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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//Custom SurfaceOutput
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struct SurfaceOutputCustom
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{
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half atten;
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fixed3 Albedo;
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fixed3 Normal;
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fixed3 Emission;
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half Specular;
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fixed Gloss;
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fixed Alpha;
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};
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inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
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{
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#define IN_NORMAL s.Normal
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half3 lightDir = gi.light.dir;
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#if defined(UNITY_PASS_FORWARDBASE)
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half3 lightColor = _LightColor0.rgb;
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half atten = s.atten;
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#else
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half3 lightColor = gi.light.color.rgb;
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half atten = 1;
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#endif
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IN_NORMAL = normalize(IN_NORMAL);
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fixed ndl = max(0, dot(IN_NORMAL, lightDir));
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#define NDL ndl
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#define RAMP_THRESHOLD _RampThreshold
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#define RAMP_SMOOTH _RampSmooth
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fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
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#if !(POINT) && !(SPOT)
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ramp *= atten;
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#endif
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// Note: we consider that a directional light with a cookie is supposed to be the main one (even though Unity renders it as an additional light).
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// Thus when using a main directional light AND another directional light with a cookie, then the shadow color might be applied twice.
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// You can remove the DIRECTIONAL_COOKIE check below the prevent that.
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#if !defined(UNITY_PASS_FORWARDBASE) && !defined(DIRECTIONAL_COOKIE)
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_SColor = fixed4(0,0,0,1);
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#endif
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_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
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ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
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//Blinn-Phong Specular (legacy)
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half3 h = normalize(lightDir + viewDir);
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float ndh = max(0, dot (IN_NORMAL, h));
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float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0;
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spec = smoothstep(0.5-_SpecSmooth*0.5, 0.5+_SpecSmooth*0.5, spec);
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spec *= atten;
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fixed4 c;
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c.rgb = s.Albedo * lightColor.rgb * ramp;
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#if (POINT || SPOT)
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c.rgb *= atten;
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#endif
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#define SPEC_COLOR _SpecColor.rgb
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c.rgb += lightColor.rgb * SPEC_COLOR * spec;
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c.a = s.Alpha;
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#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
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c.rgb += s.Albedo * gi.indirect.diffuse;
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#endif
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#if defined(UNITY_PASS_FORWARDADD)
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//multiply RGB with alpha for additive lights for proper transparency behavior
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c.rgb *= c.a;
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#endif
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return c;
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}
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void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
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{
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gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);
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s.atten = data.atten; //transfer attenuation to lighting function
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gi.light.color = _LightColor0.rgb; //remove attenuation
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}
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//================================================================
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// SURFACE FUNCTION
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void surf(Input IN, inout SurfaceOutputCustom o)
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{
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fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX);
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o.Albedo = mainTex.rgb * _Color.rgb;
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o.Alpha = mainTex.a * _Color.a;
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//Specular
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o.Gloss = 1;
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o.Specular = _Smoothness;
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//Rim
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float3 viewDir = normalize(IN.viewDir);
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half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
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rim = smoothstep(_RimMin, _RimMax, rim);
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o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
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}
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "TCP2_MaterialInspector_SG"
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}
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