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