123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282 |
- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Supercyan/Legacy/CelShader"
- {
- Properties
- {
- [NoScaleOffset]_MainTex("MainTex", 2D) = "white" {}
- _ColorMultiply("ColorMultiply", Color) = (1,1,1,1)
- _ColorOverride("ColorOverride", Color) = (1,1,1,0)
- [NoScaleOffset]Ramp("Ramp", 2D) = "white" {}
- _RampIntensity("RampIntensity", Range( 0 , 1)) = 0.5
- _ShadowIntensity("ShadowIntensity", Range( 0 , 1)) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" }
- Cull Back
- Blend SrcAlpha OneMinusSrcAlpha
-
- 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 float4 _ColorMultiply;
- uniform sampler2D _MainTex;
- uniform float4 _ColorOverride;
- uniform sampler2D Ramp;
- uniform half _RampIntensity;
- uniform half _ShadowIntensity;
- 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_MainTex7 = i.uv_texcoord;
- float4 tex2DNode7 = tex2D( _MainTex, uv_MainTex7 );
- float4 lerpResult16 = lerp( tex2DNode7 , ( _ColorMultiply * tex2DNode7 ) , _ColorMultiply.a);
- float4 lerpResult20 = lerp( lerpResult16 , _ColorOverride , _ColorOverride.a);
- float4 temp_cast_0 = (1.0).xxxx;
- 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_1 = (saturate( (dotResult3*0.5 + 0.5) )).xx;
- float4 lerpResult22 = lerp( temp_cast_0 , tex2D( Ramp, temp_cast_1 ) , _RampIntensity);
- #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
- float4 ase_lightColor = 0;
- #else //aselc
- float4 ase_lightColor = _LightColor0;
- #endif //aselc
- UnityGI gi29 = gi;
- float3 diffNorm29 = ase_worldNormal;
- gi29 = UnityGI_Base( data, 1, diffNorm29 );
- float3 indirectDiffuse29 = gi29.indirect.diffuse + diffNorm29 * 0.0001;
- float lerpResult27 = lerp( 1.0 , ase_lightAtten , _ShadowIntensity);
- c.rgb = ( lerpResult20 * lerpResult22 * ( ase_lightColor * float4( ( indirectDiffuse29 + lerpResult27 ) , 0.0 ) ) ).rgb;
- c.a = ( _ColorMultiply.a * tex2DNode7.a );
- 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
- 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"
- sampler3D _DitherMaskLOD;
- 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 );
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
- o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
- clip( alphaRef - 0.01 );
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=16900
- 2116;65;1399;925;3801.386;1244.684;1.588318;True;False
- Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;2;-3750.95,-283.5403;Float;False;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.WorldNormalVector;1;-3700.658,-428.4648;Float;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.RangedFloatNode;4;-3474.249,-199.033;Half;False;Constant;_Float1;Float 1;1;0;Create;True;0;0;False;0;0.5;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.DotProductOpNode;3;-3480.983,-360.8884;Float;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TexturePropertyNode;5;-3494.543,-748.1224;Float;True;Property;_MainTex;MainTex;1;1;[NoScaleOffset];Create;True;0;0;False;0;None;afa2dc9fced49ca488225b77532bcc2f;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
- Node;AmplifyShaderEditor.RangedFloatNode;30;-3277.308,268.3987;Half;False;Constant;_Float3;Float 3;3;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;31;-3278.681,346.4784;Half;False;Property;_ShadowIntensity;ShadowIntensity;6;0;Create;True;0;0;False;0;1;1;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.ColorNode;8;-3123.995,-928.9028;Float;False;Property;_ColorMultiply;ColorMultiply;2;0;Create;True;0;0;False;0;1,1,1,1;0.8529412,0.8529412,0.8529412,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.ScaleAndOffsetNode;6;-3273.755,-227.3538;Float;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.LightAttenuation;28;-3202.83,437.938;Float;False;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SamplerNode;7;-3184.838,-744.9883;Float;True;Property;_TextureSample0;Texture Sample 0;2;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.IndirectDiffuseLighting;29;-2939.995,206.2738;Float;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.TexturePropertyNode;10;-3179.514,-421.0273;Float;True;Property;Ramp;Ramp;4;1;[NoScaleOffset];Create;True;0;0;False;0;55d9f997de358a34a85e48ef6b49e8f7;55d9f997de358a34a85e48ef6b49e8f7;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;-2841.643,-880.6848;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.LerpOp;27;-2943.092,284.9225;Float;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SaturateNode;11;-3080.759,-225.7461;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;17;-2772.263,-442.8124;Half;False;Constant;_Float4;Float 4;2;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SamplerNode;18;-2903.529,-351.6693;Float;True;Property;_TextureSample1;Texture Sample 1;2;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.LerpOp;16;-2640.904,-734.5714;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.RangedFloatNode;19;-2888.021,-155.76;Half;False;Property;_RampIntensity;RampIntensity;5;0;Create;True;0;0;False;0;0.5;0.5;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.ColorNode;14;-2643.757,-907.2297;Float;False;Property;_ColorOverride;ColorOverride;3;0;Create;True;0;0;False;0;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;32;-2694.908,241.06;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.LightColorNode;25;-2867.987,73.82188;Float;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
- Node;AmplifyShaderEditor.LerpOp;22;-2515.901,-353.7926;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.LerpOp;20;-2407.124,-733.3776;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;33;-2540.34,81.72067;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;34;-2635.561,-593.4733;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;24;-2086.588,-360.2863;Float;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-1874.691,-590.4996;Float;False;True;2;Float;ASEMaterialInspector;0;0;CustomLighting;Supercyan/CelShader;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;False;Transparent;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
- WireConnection;3;0;1;0
- WireConnection;3;1;2;0
- WireConnection;6;0;3;0
- WireConnection;6;1;4;0
- WireConnection;6;2;4;0
- WireConnection;7;0;5;0
- WireConnection;12;0;8;0
- WireConnection;12;1;7;0
- WireConnection;27;0;30;0
- WireConnection;27;1;28;0
- WireConnection;27;2;31;0
- WireConnection;11;0;6;0
- WireConnection;18;0;10;0
- WireConnection;18;1;11;0
- WireConnection;16;0;7;0
- WireConnection;16;1;12;0
- WireConnection;16;2;8;4
- WireConnection;32;0;29;0
- WireConnection;32;1;27;0
- WireConnection;22;0;17;0
- WireConnection;22;1;18;0
- WireConnection;22;2;19;0
- WireConnection;20;0;16;0
- WireConnection;20;1;14;0
- WireConnection;20;2;14;4
- WireConnection;33;0;25;0
- WireConnection;33;1;32;0
- WireConnection;34;0;8;4
- WireConnection;34;1;7;4
- WireConnection;24;0;20;0
- WireConnection;24;1;22;0
- WireConnection;24;2;33;0
- WireConnection;0;9;34;0
- WireConnection;0;13;24;0
- ASEEND*/
- //CHKSM=0C7F2A77CB8C7B34DF525EBA6A5E6D4828590224
|