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" }