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CrowdControl/Assets/Feel/MMTools/Tools/MMShaders/MMToon.shader

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1 month ago
Shader "MoreMountains/MMToon"
{
Properties
{
_ToonRamp("Toon Ramp", 2D) = "white" {}
[HDR]_RimColor("Rim Color", Color) = (0,1,0.8758622,0)
_RimPower("Rim Power", Range( 0 , 10)) = 0.5
_RimOffset("Rim Offset", Float) = 0.24
_Diffuse("Diffuse", 2D) = "white" {}
_DiffuseColor("DiffuseColor", Color) = (1,1,1,1)
[Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0
_EmissionTexture("EmissionTexture", 2D) = "white" {}
[HDR]_EmissionColor("EmissionColor", Color) = (1,1,1,1)
_EmissionForce("EmissionForce", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true"
}
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature _EMISSION_ON
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _EmissionTexture;
uniform float4 _EmissionTexture_ST;
uniform float4 _EmissionColor;
uniform float _EmissionForce;
uniform float4 _DiffuseColor;
uniform sampler2D _Diffuse;
uniform float4 _Diffuse_ST;
uniform sampler2D _ToonRamp;
uniform float _RimOffset;
uniform float _RimPower;
uniform float4 _RimColor;
inline half4 LightingStandardCustomLighting(inout SurfaceOutputCustomLightingCustom s, half3 viewDir,
UnityGI gi)
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
#ifdef UNITY_PASS_FORWARDBASE
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ((_LightColor0.rgb) + 0.000001);
float ase_lightAtten = max(max(ase_lightAttenRGB.r, ase_lightAttenRGB.g), ase_lightAttenRGB.b);
#endif
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
float3 ase_worldNormal = WorldNormalVector(i, float3( 0, 0, 1 ));
float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = normalize(UnityWorldSpaceLightDir(ase_worldPos));
#endif //aseld
float dotResult3 = dot(ase_worldNormal, ase_worldlightDir);
float2 temp_cast_1 = (saturate((dotResult3 * 0.5 + 0.5))).xx;
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
float4 ase_lightColor = 0;
#else //aselc
float4 ase_lightColor = _LightColor0;
#endif //aselc
UnityGI gi11 = gi;
float3 diffNorm11 = ase_worldNormal;
gi11 = UnityGI_Base(data, 1, diffNorm11);
float3 indirectDiffuse11 = gi11.indirect.diffuse + diffNorm11 * 0.0001;
float3 ase_worldViewDir = normalize(UnityWorldSpaceViewDir(ase_worldPos));
float dotResult38 = dot(ase_worldNormal, ase_worldViewDir);
c.rgb = ((((_DiffuseColor * tex2D(_Diffuse, uv_Diffuse)) * tex2D(_ToonRamp, temp_cast_1)) * (ase_lightColor
* float4((indirectDiffuse11 + ase_lightAtten), 0.0))) + (saturate(
((ase_lightAtten * dotResult3) * pow((1.0 - saturate((dotResult38 + _RimOffset))), _RimPower))) * (
_RimColor * ase_lightColor))).rgb;
c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI(inout SurfaceOutputCustomLightingCustom s, UnityGIInput data,
inout UnityGI gi)
{
s.GIData = data;
}
void surf(Input i, inout SurfaceOutputCustomLightingCustom o)
{
o.SurfInput = i;
o.Normal = float3(0, 0, 1);
float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw;
#ifdef _EMISSION_ON
float4 staticSwitch58 = ((tex2D(_EmissionTexture, uv_EmissionTexture) * _EmissionColor) * _EmissionForce);
#else
float4 staticSwitch58 = float4( 0,0,0,0 );
#endif
o.Emission = staticSwitch58.rgb;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred
ENDCG
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert(appdata_full v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
Input customInputData;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
half3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
half4 frag(v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
Input surfIN;
UNITY_INITIALIZE_OUTPUT(Input, surfIN);
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z);
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputCustomLightingCustom o;
UNITY_INITIALIZE_OUTPUT(SurfaceOutputCustomLightingCustom, o)
surf(surfIN, o);
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
}
Fallback "Diffuse"
}