You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
236 lines
6.1 KiB
Plaintext
236 lines
6.1 KiB
Plaintext
2 months ago
|
// Toony Colors Pro+Mobile 2
|
||
|
// (c) 2014-2020 Jean Moreno
|
||
|
|
||
|
Shader "Voodoo_LaunchOps/SliderRampSpecularSilhouette"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
[TCP2HeaderHelp(BASE, Base Properties)]
|
||
|
//TOONY COLORS
|
||
|
_Color ("Color", Color) = (1,1,1,1)
|
||
|
_HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
|
||
|
_SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)
|
||
|
|
||
|
//DIFFUSE
|
||
|
_MainTex ("Main Texture", 2D) = "white" {}
|
||
|
[TCP2Separator]
|
||
|
|
||
|
//TOONY COLORS RAMP
|
||
|
[TCP2Header(RAMP SETTINGS)]
|
||
|
|
||
|
_RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
|
||
|
_RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
|
||
|
[TCP2Separator]
|
||
|
|
||
|
[TCP2HeaderHelp(SPECULAR, Specular)]
|
||
|
//SPECULAR
|
||
|
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
|
||
|
_Smoothness ("Size", Float) = 0.2
|
||
|
_SpecSmooth ("Smoothness", Range(0,1)) = 0.05
|
||
|
[TCP2Separator]
|
||
|
|
||
|
[TCP2HeaderHelp(SILHOUETTE)]
|
||
|
_SilhouetteColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,0.5)
|
||
|
[TCP2Separator]
|
||
|
|
||
|
[TCP2HeaderHelp(TRANSPARENCY)]
|
||
|
//Blending
|
||
|
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendTCP2 ("Blending Source", Float) = 5
|
||
|
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendTCP2 ("Blending Dest", Float) = 10
|
||
|
[TCP2Separator]
|
||
|
|
||
|
|
||
|
//Avoid compile error if the properties are ending with a drawer
|
||
|
[HideInInspector] __dummy__ ("unused", Float) = 0
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
//Make sure that the objects are rendered later to avoid sorting issues with the transparent silhouette
|
||
|
Tags { "Queue"="Geometry+10" }
|
||
|
|
||
|
//Silhouette Pass
|
||
|
Pass
|
||
|
{
|
||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
ZTest Greater
|
||
|
ZWrite Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma target 2.0
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
fixed4 _SilhouetteColor;
|
||
|
|
||
|
struct appdata_sil
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct v2f_sil
|
||
|
{
|
||
|
float4 vertex : SV_POSITION;
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
v2f_sil vert (appdata_sil v)
|
||
|
{
|
||
|
v2f_sil o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag (v2f_sil i) : COLOR
|
||
|
{
|
||
|
return _SilhouetteColor;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||
|
Blend [_SrcBlendTCP2] [_DstBlendTCP2]
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma surface surf ToonyColorsCustom keepalpha exclude_path:deferred exclude_path:prepass
|
||
|
#pragma target 3.0
|
||
|
|
||
|
//================================================================
|
||
|
// VARIABLES
|
||
|
|
||
|
fixed4 _Color;
|
||
|
sampler2D _MainTex;
|
||
|
fixed _Smoothness;
|
||
|
|
||
|
#define UV_MAINTEX uv_MainTex
|
||
|
|
||
|
struct Input
|
||
|
{
|
||
|
half2 uv_MainTex;
|
||
|
};
|
||
|
|
||
|
//================================================================
|
||
|
// CUSTOM LIGHTING
|
||
|
|
||
|
//Lighting-related variables
|
||
|
fixed4 _HColor;
|
||
|
fixed4 _SColor;
|
||
|
half _RampThreshold;
|
||
|
half _RampSmooth;
|
||
|
fixed _SpecSmooth;
|
||
|
|
||
|
// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||
|
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||
|
// #pragma instancing_options assumeuniformscaling
|
||
|
UNITY_INSTANCING_BUFFER_START(Props)
|
||
|
// put more per-instance properties here
|
||
|
UNITY_INSTANCING_BUFFER_END(Props)
|
||
|
|
||
|
//Custom SurfaceOutput
|
||
|
struct SurfaceOutputCustom
|
||
|
{
|
||
|
half atten;
|
||
|
fixed3 Albedo;
|
||
|
fixed3 Normal;
|
||
|
fixed3 Emission;
|
||
|
half Specular;
|
||
|
fixed Gloss;
|
||
|
fixed Alpha;
|
||
|
};
|
||
|
|
||
|
inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
|
||
|
{
|
||
|
#define IN_NORMAL s.Normal
|
||
|
|
||
|
half3 lightDir = gi.light.dir;
|
||
|
#if defined(UNITY_PASS_FORWARDBASE)
|
||
|
half3 lightColor = _LightColor0.rgb;
|
||
|
half atten = s.atten;
|
||
|
#else
|
||
|
half3 lightColor = gi.light.color.rgb;
|
||
|
half atten = 1;
|
||
|
#endif
|
||
|
|
||
|
IN_NORMAL = normalize(IN_NORMAL);
|
||
|
fixed ndl = max(0, dot(IN_NORMAL, lightDir));
|
||
|
#define NDL ndl
|
||
|
|
||
|
#define RAMP_THRESHOLD _RampThreshold
|
||
|
#define RAMP_SMOOTH _RampSmooth
|
||
|
|
||
|
fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
|
||
|
#if !(POINT) && !(SPOT)
|
||
|
ramp *= atten;
|
||
|
#endif
|
||
|
// 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).
|
||
|
// Thus when using a main directional light AND another directional light with a cookie, then the shadow color might be applied twice.
|
||
|
// You can remove the DIRECTIONAL_COOKIE check below the prevent that.
|
||
|
#if !defined(UNITY_PASS_FORWARDBASE) && !defined(DIRECTIONAL_COOKIE)
|
||
|
_SColor = fixed4(0,0,0,1);
|
||
|
#endif
|
||
|
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
|
||
|
ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
|
||
|
//Blinn-Phong Specular (legacy)
|
||
|
half3 h = normalize(lightDir + viewDir);
|
||
|
float ndh = max(0, dot (IN_NORMAL, h));
|
||
|
float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0;
|
||
|
spec = smoothstep(0.5-_SpecSmooth*0.5, 0.5+_SpecSmooth*0.5, spec);
|
||
|
spec *= atten;
|
||
|
fixed4 c;
|
||
|
c.rgb = s.Albedo * lightColor.rgb * ramp;
|
||
|
#if (POINT || SPOT)
|
||
|
c.rgb *= atten;
|
||
|
#endif
|
||
|
|
||
|
#define SPEC_COLOR _SpecColor.rgb
|
||
|
c.rgb += lightColor.rgb * SPEC_COLOR * spec;
|
||
|
c.a = s.Alpha;
|
||
|
|
||
|
#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
|
||
|
c.rgb += s.Albedo * gi.indirect.diffuse;
|
||
|
#endif
|
||
|
|
||
|
#if defined(UNITY_PASS_FORWARDADD)
|
||
|
//multiply RGB with alpha for additive lights for proper transparency behavior
|
||
|
c.rgb *= c.a;
|
||
|
#endif
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
|
||
|
{
|
||
|
gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);
|
||
|
|
||
|
s.atten = data.atten; //transfer attenuation to lighting function
|
||
|
gi.light.color = _LightColor0.rgb; //remove attenuation
|
||
|
}
|
||
|
|
||
|
//================================================================
|
||
|
// SURFACE FUNCTION
|
||
|
|
||
|
void surf(Input IN, inout SurfaceOutputCustom o)
|
||
|
{
|
||
|
fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX);
|
||
|
o.Albedo = mainTex.rgb * _Color.rgb;
|
||
|
o.Alpha = mainTex.a * _Color.a;
|
||
|
|
||
|
//Specular
|
||
|
o.Gloss = 1;
|
||
|
o.Specular = _Smoothness;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Fallback "Diffuse"
|
||
|
CustomEditor "TCP2_MaterialInspector_SG"
|
||
|
}
|