Freeze Ball and Fixed UI Anchor Point

dev-main-mobile
Ali Sharoz 1 month ago
parent 2842ed17a5
commit cafc40dc2b

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// Toony Colors Pro+Mobile Shaders
// (c) 2014-2019 Jean Moreno
#ifndef TOONYCOLORS_INCLUDED
#define 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);
}
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// 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 2)/OUTLINE"
}
Fallback "Diffuse"
CustomEditor "TCP2_MaterialInspector"
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