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348 lines
8.4 KiB
Plaintext
348 lines
8.4 KiB
Plaintext
// Toony Colors Pro+Mobile 2
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// (c) 2014-2019 Jean Moreno
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Shader "Voodoo_LaunchOps/SliderRampSpecularOutline"
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{
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Properties
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{
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[TCP2HeaderHelp(BASE, Base Properties)]
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//TOONY COLORS
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_Color ("Color", Color) = (1,1,1,1)
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_HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
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_SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)
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//DIFFUSE
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_MainTex ("Main Texture", 2D) = "white" {}
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[TCP2Separator]
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//TOONY COLORS RAMP
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[TCP2Header(RAMP SETTINGS)]
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_RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
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_RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
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[TCP2Separator]
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[TCP2HeaderHelp(SPECULAR, Specular)]
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//SPECULAR
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Smoothness ("Size", Float) = 0.2
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_SpecSmooth ("Smoothness", Range(0,1)) = 0.05
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[TCP2Separator]
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[TCP2HeaderHelp(OUTLINE, Outline)]
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//OUTLINE
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_OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0)
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_Outline ("Outline Width", Float) = 1
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//Outline Textured
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[Toggle(TCP2_OUTLINE_TEXTURED)] _EnableTexturedOutline ("Color from Texture", Float) = 0
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[TCP2KeywordFilter(TCP2_OUTLINE_TEXTURED)] _TexLod ("Texture LOD", Range(0,10)) = 5
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//Constant-size outline
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[Toggle(TCP2_OUTLINE_CONST_SIZE)] _EnableConstSizeOutline ("Constant Size Outline", Float) = 0
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//ZSmooth
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[Toggle(TCP2_ZSMOOTH_ON)] _EnableZSmooth ("Correct Z Artefacts", Float) = 0
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//Z Correction & Offset
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[TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _ZSmooth ("Z Correction", Range(-3.0,3.0)) = -0.5
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[TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset1 ("Z Offset 1", Float) = 0
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[TCP2KeywordFilter(TCP2_ZSMOOTH_ON)] _Offset2 ("Z Offset 2", Float) = 0
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//This property will be ignored and will draw the custom normals GUI instead
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[TCP2OutlineNormalsGUI] __outline_gui_dummy__ ("_unused_", Float) = 0
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_OutlineOffset ("Outline Rim Offset", Vector) = (0,0,0,0)
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[TCP2Separator]
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//Avoid compile error if the properties are ending with a drawer
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[HideInInspector] __dummy__ ("unused", Float) = 0
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}
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SubShader
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{
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//================================================================
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// OUTLINE INCLUDE
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CGINCLUDE
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#include "UnityCG.cginc"
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struct a2v
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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#if TCP2_OUTLINE_TEXTURED
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float3 texcoord : TEXCOORD0;
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#endif
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#if TCP2_COLORS_AS_NORMALS
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float4 color : COLOR;
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#endif
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#if TCP2_UV2_AS_NORMALS
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float2 uv2 : TEXCOORD1;
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#endif
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#if TCP2_TANGENT_AS_NORMALS
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float4 tangent : TANGENT;
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#endif
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#if UNITY_VERSION >= 550
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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#if TCP2_OUTLINE_TEXTURED
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float3 texlod : TEXCOORD1;
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#endif
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};
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float _Outline;
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float _ZSmooth;
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fixed4 _OutlineColor;
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half4 _OutlineOffset;
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#if TCP2_OUTLINE_TEXTURED
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _TexLod;
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#endif
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#define OUTLINE_WIDTH _Outline
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v2f TCP2_Outline_Vert(a2v v)
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{
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v2f o;
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#if UNITY_VERSION >= 550
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//GPU instancing support
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UNITY_SETUP_INSTANCE_ID(v);
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#endif
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v.vertex += _OutlineOffset;
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#if TCP2_ZSMOOTH_ON
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float4 pos = float4(UnityObjectToViewPos(v.vertex), 1.0);
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#endif
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#ifdef TCP2_COLORS_AS_NORMALS
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//Vertex Color for Normals
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float3 normal = (v.color.xyz*2) - 1;
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#elif TCP2_TANGENT_AS_NORMALS
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//Tangent for Normals
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float3 normal = v.tangent.xyz;
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#elif TCP2_UV2_AS_NORMALS
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//UV2 for Normals
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float3 n;
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//unpack uv2
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v.uv2.x = v.uv2.x * 255.0/16.0;
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n.x = floor(v.uv2.x) / 15.0;
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n.y = frac(v.uv2.x) * 16.0 / 15.0;
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//get z
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n.z = v.uv2.y;
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//transform
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n = n*2 - 1;
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float3 normal = n;
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#else
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float3 normal = v.normal;
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#endif
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#if TCP2_ZSMOOTH_ON
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//Correct Z artefacts
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normal = UnityObjectToViewPos(normal);
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normal.z = -_ZSmooth;
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#endif
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#ifdef TCP2_OUTLINE_CONST_SIZE
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//Camera-independent outline size
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float dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
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#define SIZE dist
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#else
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#define SIZE 1.0
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#endif
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#if TCP2_ZSMOOTH_ON
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o.pos = mul(UNITY_MATRIX_P, pos + float4(normalize(normal),0) * OUTLINE_WIDTH * 0.01 * SIZE);
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#else
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o.pos = UnityObjectToClipPos(v.vertex + float4(normal,0) * OUTLINE_WIDTH * 0.01 * SIZE);
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#endif
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#if TCP2_OUTLINE_TEXTURED
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half2 uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.texlod = tex2Dlod(_MainTex, float4(uv, 0, _TexLod)).rgb;
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#endif
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return o;
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}
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#define OUTLINE_COLOR _OutlineColor
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float4 TCP2_Outline_Frag (v2f IN) : SV_Target
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{
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#if TCP2_OUTLINE_TEXTURED
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return float4(IN.texlod, 1) * OUTLINE_COLOR;
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#else
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return OUTLINE_COLOR;
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#endif
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}
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ENDCG
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// OUTLINE INCLUDE END
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//================================================================
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Tags { "RenderType"="Opaque" }
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CGPROGRAM
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#pragma surface surf ToonyColorsCustom exclude_path:deferred exclude_path:prepass
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#pragma target 3.0
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//================================================================
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// VARIABLES
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fixed4 _Color;
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sampler2D _MainTex;
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fixed _Smoothness;
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#define UV_MAINTEX uv_MainTex
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struct Input
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{
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half2 uv_MainTex;
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};
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//================================================================
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// CUSTOM LIGHTING
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//Lighting-related variables
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fixed4 _HColor;
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fixed4 _SColor;
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half _RampThreshold;
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half _RampSmooth;
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fixed _SpecSmooth;
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// Instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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//Custom SurfaceOutput
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struct SurfaceOutputCustom
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{
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half atten;
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fixed3 Albedo;
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fixed3 Normal;
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fixed3 Emission;
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half Specular;
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fixed Gloss;
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fixed Alpha;
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};
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inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
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{
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#define IN_NORMAL s.Normal
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half3 lightDir = gi.light.dir;
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#if defined(UNITY_PASS_FORWARDBASE)
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half3 lightColor = _LightColor0.rgb;
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half atten = s.atten;
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#else
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half3 lightColor = gi.light.color.rgb;
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half atten = 1;
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#endif
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IN_NORMAL = normalize(IN_NORMAL);
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fixed ndl = max(0, dot(IN_NORMAL, lightDir));
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#define NDL ndl
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#define RAMP_THRESHOLD _RampThreshold
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#define RAMP_SMOOTH _RampSmooth
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fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
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#if !(POINT) && !(SPOT)
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ramp *= atten;
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#endif
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#if !defined(UNITY_PASS_FORWARDBASE)
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_SColor = fixed4(0,0,0,1);
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#endif
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_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
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ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
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//Blinn-Phong Specular (legacy)
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half3 h = normalize(lightDir + viewDir);
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float ndh = max(0, dot (IN_NORMAL, h));
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float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0;
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spec = smoothstep(0.5-_SpecSmooth*0.5, 0.5+_SpecSmooth*0.5, spec);
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spec *= atten;
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fixed4 c;
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c.rgb = s.Albedo * lightColor.rgb * ramp;
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#if (POINT || SPOT)
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c.rgb *= atten;
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#endif
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#define SPEC_COLOR _SpecColor.rgb
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c.rgb += lightColor.rgb * SPEC_COLOR * spec;
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c.a = s.Alpha;
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#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
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c.rgb += s.Albedo * gi.indirect.diffuse;
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#endif
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return c;
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}
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void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
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{
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gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);
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s.atten = data.atten; //transfer attenuation to lighting function
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gi.light.color = _LightColor0.rgb; //remove attenuation
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}
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//================================================================
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// SURFACE FUNCTION
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void surf(Input IN, inout SurfaceOutputCustom o)
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{
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fixed4 mainTex = tex2D(_MainTex, IN.UV_MAINTEX);
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o.Albedo = mainTex.rgb * _Color.rgb;
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o.Alpha = mainTex.a * _Color.a;
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//Specular
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o.Gloss = 1;
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o.Specular = _Smoothness;
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}
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ENDCG
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//Outline
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Pass
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{
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Cull Front
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Offset [_Offset1],[_Offset2]
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Tags { "LightMode"="ForwardBase" "IgnoreProjectors"="True" }
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CGPROGRAM
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#pragma vertex TCP2_Outline_Vert
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#pragma fragment TCP2_Outline_Frag
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#pragma multi_compile TCP2_NONE TCP2_ZSMOOTH_ON
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#pragma multi_compile TCP2_NONE TCP2_OUTLINE_CONST_SIZE
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#pragma multi_compile TCP2_NONE TCP2_COLORS_AS_NORMALS TCP2_TANGENT_AS_NORMALS TCP2_UV2_AS_NORMALS
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#pragma multi_compile TCP2_NONE TCP2_OUTLINE_TEXTURED
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#pragma multi_compile_instancing
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#pragma target 3.0
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "TCP2_MaterialInspector_SG"
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}
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