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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Zyc/Toon"
- {
- Properties
- {
- _ASEOutlineColor( "Outline Color", Color ) = (0,0,0,0)
- _ASEOutlineWidth( "Outline Width", Float ) = 0.02
- _ToonRamp("Toon Ramp", 2D) = "white" {}
- _RimColor("Rim Color", Color) = (0,1,0.8758622,0)
- _RimPower("Rim Power", Range( 0 , 10)) = 0.5
- _RimOffset("Rim Offset", Float) = 0.24
- _Diffuse("Diffuse", 2D) = "white" {}
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ }
- Cull Front
- CGPROGRAM
- #pragma target 3.0
- #pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
- uniform half4 _ASEOutlineColor;
- uniform half _ASEOutlineWidth;
- void outlineVertexDataFunc( inout appdata_full v, out Input o )
- {
- UNITY_INITIALIZE_OUTPUT( Input, o );
- v.vertex.xyz += ( v.normal * _ASEOutlineWidth );
- }
- inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
- void outlineSurf( Input i, inout SurfaceOutput o )
- {
- o.Emission = _ASEOutlineColor.rgb;
- o.Alpha = 1;
- }
- ENDCG
-
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "UnityCG.cginc"
- #include "UnityShaderVariables.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldNormal;
- INTERNAL_DATA
- float3 worldPos;
- };
- struct SurfaceOutputCustomLightingCustom
- {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half Metallic;
- half Smoothness;
- half Occlusion;
- half Alpha;
- Input SurfInput;
- UnityGIInput GIData;
- };
- uniform sampler2D _Diffuse;
- uniform float4 _Diffuse_ST;
- uniform sampler2D _ToonRamp;
- uniform float _RimOffset;
- uniform float _RimPower;
- uniform float4 _RimColor;
- inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
- {
- UnityGIInput data = s.GIData;
- Input i = s.SurfInput;
- half4 c = 0;
- #ifdef UNITY_PASS_FORWARDBASE
- float ase_lightAtten = data.atten;
- if( _LightColor0.a == 0)
- ase_lightAtten = 0;
- #else
- float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
- float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
- #endif
- #if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
- half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
- float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
- float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
- ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
- #endif
- float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float3 ase_worldPos = i.worldPos;
- #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
- float3 ase_worldlightDir = 0;
- #else //aseld
- float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
- #endif //aseld
- float dotResult3 = dot( ase_worldNormal , ase_worldlightDir );
- float2 temp_cast_0 = (saturate( (dotResult3*0.5 + 0.5) )).xx;
- #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc
- float4 ase_lightColor = 0;
- #else //aselc
- float4 ase_lightColor = _LightColor0;
- #endif //aselc
- UnityGI gi11 = gi;
- float3 diffNorm11 = ase_worldNormal;
- gi11 = UnityGI_Base( data, 1, diffNorm11 );
- float3 indirectDiffuse11 = gi11.indirect.diffuse + diffNorm11 * 0.0001;
- float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
- float dotResult38 = dot( ase_worldNormal , ase_worldViewDir );
- c.rgb = ( ( ( tex2D( _Diffuse, uv_Diffuse ) * tex2D( _ToonRamp, temp_cast_0 ) ) * ( ase_lightColor * float4( ( indirectDiffuse11 + ase_lightAtten ) , 0.0 ) ) ) + ( saturate( ( ( ase_lightAtten * dotResult3 ) * pow( ( 1.0 - saturate( ( dotResult38 + _RimOffset ) ) ) , _RimPower ) ) ) * ( _RimColor * ase_lightColor ) ) ).rgb;
- c.a = 1;
- return c;
- }
- inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
- {
- s.GIData = data;
- }
- void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
- {
- o.SurfInput = i;
- o.Normal = float3(0,0,1);
- }
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float2 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- half4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputCustomLightingCustom o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
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- //CHKSM=0B71FC8023704FEB7B2446D8125287CFDC469C3F
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