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TOONYCOLORS_INCLUDED + + #if TCP2_RAMPTEXT + //Lighting Ramp + sampler2D _Ramp; + #else + float _RampThreshold; + float _RampSmooth; + #endif + + #if TCP2_SPEC_TOON + fixed _SpecSmooth; + #endif + + //Highlight/Shadow Colors + fixed4 _HColor; + fixed4 _SColor; + +#endif + +//================================================================================================================================ +// FORWARD PATH +//-------------------------------------------------------------------------------------------------------------------------------- +// TOONY COLORS -- REGULAR +inline half4 LightingToonyColors (SurfaceOutput s, half3 lightDir, half atten) +{ +#if TCP2_DISABLE_WRAPPED_LIGHT + fixed ndl = max(0, dot(s.Normal, lightDir)); +#else + fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5); +#endif +#if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl)); +#else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, ndl); +#endif +#if !(POINT) && !(SPOT) + ramp *= atten; +#endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + fixed4 c; + c.rgb = s.Albedo * _LightColor0.rgb * ramp; +#if (POINT || SPOT) + c.rgb *= atten; +#endif + c.a = s.Alpha; + return c; +} +//-------------------------------------------------------------------------------------------------------------------------------- +// TOONY COLORS -- REGULAR + SPECULAR +inline half4 LightingToonyColorsSpec (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) +{ + s.Normal = normalize(s.Normal); +#if TCP2_DISABLE_WRAPPED_LIGHT + fixed ndl = max(0, dot(s.Normal, lightDir)); +#else + fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5); +#endif +#if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl)); +#else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, ndl); +#endif +#if !(POINT) && !(SPOT) + ramp *= atten; +#endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + //Specular + half3 h = normalize(lightDir + viewDir); + float ndh = max(0, dot(s.Normal, h)); + float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; +#if TCP2_SPEC_TOON + spec = smoothstep(0.5-_SpecSmooth*0.5, 0.5+_SpecSmooth*0.5, spec); +#endif + spec *= atten; + fixed4 c; + c.rgb = s.Albedo * _LightColor0.rgb * ramp; +#if (POINT || SPOT) + c.rgb *= atten; +#endif + c.rgb += _LightColor0.rgb * _SpecColor.rgb * spec; + c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec; + + return c; +} +//-------------------------------------------------------------------------------------------------------------------------------- +// TOONY COLORS -- REGULAR LIGHTMAPS +#if TCP2_LIGHTMAP + inline fixed4 LightingToonyColors_SingleLightmap (SurfaceOutput s, fixed4 color) + { + half3 lm = DecodeLightmap(color); + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + return fixed4(lm, 0); + } + + inline fixed4 LightingToonyColors_DualLightmap (SurfaceOutput s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade) + { + half3 lm = lerp(DecodeLightmap(indirectOnlyColor), DecodeLightmap(totalColor), indirectFade); + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + return fixed4(lm, 0); + } + + inline fixed4 LightingToonyColors_DirLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, bool surfFuncWritesNormal) + { + UNITY_DIRBASIS + half3 scalePerBasisVector; + + half3 lm = DirLightmapDiffuse(unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + return half4(lm, 0); + } +#endif +//-------------------------------------------------------------------------------------------------------------------------------- +// TOONY COLORS -- SPECULAR LIGHTMAPS +#if TCP2_LIGHTMAP + inline fixed4 LightingToonyColorsSpec_SingleLightmap (SurfaceOutput s, fixed4 color) + { + half3 lm = DecodeLightmap(color); + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + return fixed4(lm, 0); + } + + inline fixed4 LightingToonyColorsSpec_DualLightmap (SurfaceOutput s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade) + { + half3 lm = lerp(DecodeLightmap(indirectOnlyColor), DecodeLightmap(totalColor), indirectFade); + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + return fixed4(lm, 0); + } + + inline fixed4 LightingToonyColorsSpec_DirLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor) + { + UNITY_DIRBASIS + half3 scalePerBasisVector; + + half3 lm = DirLightmapDiffuse(unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); + + half3 lightDir = normalize(scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]); + half3 h = normalize(lightDir + viewDir); + + float nh = max(0, dot(s.Normal, h)); + float spec = pow(nh, s.Specular * 128.0); + + // specColor used outside in the forward path, compiled out in prepass + specColor = lm * _SpecColor.rgb * s.Gloss * spec; + + float lum = Luminance(lm); + #if TCP2_RAMPTEXT + fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); + #else + fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); + #endif + _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha + ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); + lm *= ramp * 2; + + // spec from the alpha component is used to calculate specular + // in the Lighting*_Prepass function, it's not used in forward + return half4(lm, spec); + } +#endif \ No newline at end of file diff --git a/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Include/TCP2_Include.cginc.meta b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Include/TCP2_Include.cginc.meta new file mode 100644 index 00000000..afa49c02 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Include/TCP2_Include.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 577c915f3bc4bf84bbcb84486bbbf682 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants.meta b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants.meta new file mode 100644 index 00000000..3b9134b0 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 70c93bcb518beaa43bdd96a8f1d10212 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants/TCP2_Mobile_Rim_Outline.shader b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants/TCP2_Mobile_Rim_Outline.shader new file mode 100644 index 00000000..f6b4a338 --- /dev/null +++ b/Assets/JMO Assets/Toony Colors Pro/Shaders/Legacy/Variants/TCP2_Mobile_Rim_Outline.shader @@ -0,0 +1,134 @@ + +// Toony Colors Pro+Mobile 2 +// (c) 2014-2019 Jean Moreno + + +Shader "Hidden/Toony Colors Pro 2/Variants/Mobile Rim Outline" +{ + Properties + { + //TOONY COLORS + _Color ("Color", Color) = (1,1,1,1) + _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0) + _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0) + + //DIFFUSE + _MainTex ("Main Texture (RGB) Spec/MatCap Mask (A) ", 2D) = "white" {} + + //TOONY COLORS RAMP + [TCP2Gradient] _Ramp ("#RAMPT# Toon Ramp (RGB)", 2D) = "gray" {} + _RampThreshold ("#RAMPF# Ramp Threshold", Range(0,1)) = 0.5 + _RampSmooth ("#RAMPF# Ramp Smoothing", Range(0.01,1)) = 0.1 + + //BUMP + _BumpMap ("#NORM# Normal map (RGB)", 2D) = "bump" {} + + //RIM LIGHT + _RimColor ("#RIM# Rim Color", Color) = (0.8,0.8,0.8,0.6) + _RimMin ("#RIM# Rim Min", Range(0,1)) = 0.5 + _RimMax ("#RIM# Rim Max", Range(0,1)) = 1.0 + + //RIM DIRECTION + _RimDir ("#RIMDIR# Rim Direction", Vector) = (0.0,0.0,1.0,0.0) + + //OUTLINE + _OutlineColor ("#OUTLINE# Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) + _Outline ("#OUTLINE# Outline Width", Float) = 1 + + //Outline Textured + _TexLod ("#OUTLINETEX# Texture LOD", Range(0,10)) = 5 + + //ZSmooth + _ZSmooth ("#OUTLINEZ# Z Correction", Range(-3.0,3.0)) = -0.5 + + //Z Offset + _Offset1 ("#OUTLINEZ# Z Offset 1", Float) = 0 + _Offset2 ("#OUTLINEZ# Z Offset 2", Float) = 0 + + } + + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + + #include "../Include/TCP2_Include.cginc" + + #pragma surface surf ToonyColors nodirlightmap vertex:vert noforwardadd halfasview + #pragma target 2.0 + + #pragma shader_feature TCP2_DISABLE_WRAPPED_LIGHT + #pragma shader_feature TCP2_RAMPTEXT + #pragma shader_feature TCP2_BUMP + #pragma shader_feature TCP2_RIMDIR + + //================================================================ + // VARIABLES + + fixed4 _Color; + sampler2D _MainTex; + + #if TCP2_BUMP + sampler2D _BumpMap; + #endif + fixed4 _RimColor; + fixed _RimMin; + fixed _RimMax; + #if TCP2_RIMDIR + float4 _RimDir; + #endif + + struct Input + { + half2 uv_MainTex : TEXCOORD0; + #if TCP2_BUMP + half2 uv_BumpMap : TEXCOORD1; + #endif + fixed rim; + }; + + //================================================================ + // VERTEX FUNCTION + + void vert(inout appdata_full v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + #if TCP2_RIMDIR + _RimDir.x += UNITY_MATRIX_MV[0][3] * (1/UNITY_MATRIX_MV[2][3]) * (1-UNITY_MATRIX_P[3][3]); + _RimDir.y += UNITY_MATRIX_MV[1][3] * (1/UNITY_MATRIX_MV[2][3]) * (1-UNITY_MATRIX_P[3][3]); + float3 viewDir = normalize(UNITY_MATRIX_V[0].xyz * _RimDir.x + UNITY_MATRIX_V[1].xyz * _RimDir.y + UNITY_MATRIX_V[2].xyz * _RimDir.z); + #else + float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); + #endif + half rim = 1.0f - saturate( dot(viewDir, v.normal) ); + o.rim = smoothstep(_RimMin, _RimMax, rim) * _RimColor.a; + + } + + //================================================================ + // SURFACE FUNCTION + + void surf (Input IN, inout SurfaceOutput o) + { + half4 main = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = main.rgb * _Color.rgb; + o.Alpha = main.a * _Color.a; + + #if TCP2_BUMP + //Normal map + o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); + #endif + o.Emission += IN.rim * _RimColor.rgb; + } + + ENDCG + + //Outlines + UsePass "Hidden/Toony Colors Pro 2/Outline Only (Shader Model 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