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CrowdControl/Assets/3rd/SliderRamp/Shaders/SliderRampSpecularSilhouett...

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3 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"
}