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CrowdControl/Assets/3rd/Hypercasual Action Props Pack/Shaders/StylizedToonyShader.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/StylizedToonyShader"
{
Properties
{
_MainTex("Texture Image", 2D) = "white" {}
_Color("Texture Color", Color) = (1,1,1,1)
_DiffuseColor("Diffuse Color", Color) = (1,1,1,1)
_SpecColor("Specular Material Color", Color) = (1,1,1,1)
_Shininess("Specular Shininess", Range(0, 1)) = 0.5
_SpecIntensity("Specular Intensity", Range(0, 1)) = 1
_Mask("Mask", 2D) = "white" {}
_AO("Ambient Occlusion", 2D) = "white" {}
_ShadowTint("Shadow Tint Color", Color) = (0, 0, 0, 0)
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(0, 10)) = 3.0
[Toggle] _IsUseEmission("Is Use Emission", Float) = 0
_Emission("Emission (RGB)", 2D) = "white" {}
_IlluminPower("Illumination Power", Float) = 1
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" } // pass for first light source
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
uniform sampler2D _MainTex; // Main Texture
uniform float4 _Color; // Texture Color
uniform float4 _LightColor0; // color of light source (from "Lighting.cginc")
uniform float4 _DiffuseColor; // Diffuse Color
uniform float4 _SpecColor; // Specular Color
uniform float _Shininess; // Specular Shininess
uniform float _SpecIntensity; // Specular Intensity
uniform sampler2D _Mask;
uniform sampler2D _AO;
uniform float4 _RimColor;
uniform float _RimPower;
uniform float4 _ShadowTint;
sampler2D _Emission; //Emission Texture
float _IsUseEmission;
float _IlluminPower;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uvMain : TEXCOORD0;
float2 uvAO : TEXCOORD1;
float2 uvIllum : TEXCOORD2;
float2 texcoord1 : TEXCOORD3;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float2 uvMain : TEXCOORD3;
float2 uvAO : TEXCOORD4;
float3 normalDir : TEXCOORD5;
float2 uvIllum : TEXCOORD6;
UNITY_FOG_COORDS(7)
SHADOW_COORDS(8)
};
float4 _MainTex_ST;
vertexOutput vert(vertexInput v) {
vertexOutput output;
float4x4 modelMatrix = unity_ObjectToWorld;
float4x4 modelMatrixInverse = unity_WorldToObject;
output.posWorld = mul(modelMatrix, v.vertex);
output.normalDir = normalize(mul(float4(v.normal, 0.0), modelMatrixInverse).xyz);
output.pos = UnityObjectToClipPos(v.vertex);
output.uvMain = TRANSFORM_TEX(v.uvMain, _MainTex);
output.uvAO = v.uvAO;
output.uvIllum = v.uvIllum;
output.uv1 = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
UNITY_TRANSFER_FOG(output,output.pos);
TRANSFER_SHADOW(output);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float attenuation = 1.0;
half3 lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, input.uv1));
#if LIGHTMAP_ON
half shadow = SHADOW_ATTENUATION(input) *lightmap.r;
//half shadow = SHADOW_ATTENUATION(input);
#else
half shadow = SHADOW_ATTENUATION(input);
#endif
float4 clearColor = tex2D(_MainTex, input.uvMain) * _Color * shadow;
float3 diffuseReflection = lerp(_DiffuseColor.rgb, float3(1.0, 1.0, 1.0),
clamp(attenuation * max(0.0, dot(normalDirection, lightDirection)), 0.0, 1.0));
float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0) {
specularReflection = float3(0.0, 0.0, 0.0);
}
else {
specularReflection = attenuation
* _SpecColor.rgb * _SpecIntensity * _LightColor0.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), (_Shininess * _Shininess * 100 + 1));
}
float4 spec = float4(specularReflection, 1.0);
float4 diffuse = float4(diffuseReflection, 1.0);
half3 ao = tex2D(_AO, input.uvAO);
half3 mask = tex2D(_Mask, input.uvAO);
float rim = 1 - saturate(dot(normalize(viewDirection), normalDirection));
float4 rimLighting = float4(attenuation * _LightColor0.xyz * _RimColor * pow(rim, _RimPower), 1);
clearColor.rgb *= ao.rgb;
half3 emisColor = tex2D(_Emission, input.uvIllum).rgb;
float4 resultColor = lerp(_ShadowTint, (clearColor * _LightColor0 + (rimLighting + spec) * mask.r) * diffuse, shadow);
if (_IsUseEmission == 1) {
resultColor.rgb += emisColor.rgb * _IlluminPower;
}
UNITY_APPLY_FOG(input.fogCoord, resultColor);
return resultColor;
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
Fallback "Diffuse"
}