Replacing Arrow and UI fix anchor
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13952f3021
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// Toony Colors Pro+Mobile Shaders
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// (c) 2014-2019 Jean Moreno
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#ifndef TOONYCOLORS_INCLUDED
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//Highlight/Shadow Colors
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||||
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
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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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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue