CelShader.shader 14 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Supercyan/Legacy/CelShader"
  4. {
  5. Properties
  6. {
  7. [NoScaleOffset]_MainTex("MainTex", 2D) = "white" {}
  8. _ColorMultiply("ColorMultiply", Color) = (1,1,1,1)
  9. _ColorOverride("ColorOverride", Color) = (1,1,1,0)
  10. [NoScaleOffset]Ramp("Ramp", 2D) = "white" {}
  11. _RampIntensity("RampIntensity", Range( 0 , 1)) = 0.5
  12. _ShadowIntensity("ShadowIntensity", Range( 0 , 1)) = 1
  13. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  14. [HideInInspector] __dirty( "", Int ) = 1
  15. }
  16. SubShader
  17. {
  18. Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" }
  19. Cull Back
  20. Blend SrcAlpha OneMinusSrcAlpha
  21. CGINCLUDE
  22. #include "UnityPBSLighting.cginc"
  23. #include "UnityCG.cginc"
  24. #include "UnityShaderVariables.cginc"
  25. #include "Lighting.cginc"
  26. #pragma target 3.0
  27. #ifdef UNITY_PASS_SHADOWCASTER
  28. #undef INTERNAL_DATA
  29. #undef WorldReflectionVector
  30. #undef WorldNormalVector
  31. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  32. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  33. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  34. #endif
  35. struct Input
  36. {
  37. float2 uv_texcoord;
  38. float3 worldNormal;
  39. INTERNAL_DATA
  40. float3 worldPos;
  41. };
  42. struct SurfaceOutputCustomLightingCustom
  43. {
  44. half3 Albedo;
  45. half3 Normal;
  46. half3 Emission;
  47. half Metallic;
  48. half Smoothness;
  49. half Occlusion;
  50. half Alpha;
  51. Input SurfInput;
  52. UnityGIInput GIData;
  53. };
  54. uniform float4 _ColorMultiply;
  55. uniform sampler2D _MainTex;
  56. uniform float4 _ColorOverride;
  57. uniform sampler2D Ramp;
  58. uniform half _RampIntensity;
  59. uniform half _ShadowIntensity;
  60. inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
  61. {
  62. UnityGIInput data = s.GIData;
  63. Input i = s.SurfInput;
  64. half4 c = 0;
  65. #ifdef UNITY_PASS_FORWARDBASE
  66. float ase_lightAtten = data.atten;
  67. if( _LightColor0.a == 0)
  68. ase_lightAtten = 0;
  69. #else
  70. float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
  71. float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
  72. #endif
  73. #if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
  74. half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
  75. float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
  76. float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
  77. ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
  78. #endif
  79. float2 uv_MainTex7 = i.uv_texcoord;
  80. float4 tex2DNode7 = tex2D( _MainTex, uv_MainTex7 );
  81. float4 lerpResult16 = lerp( tex2DNode7 , ( _ColorMultiply * tex2DNode7 ) , _ColorMultiply.a);
  82. float4 lerpResult20 = lerp( lerpResult16 , _ColorOverride , _ColorOverride.a);
  83. float4 temp_cast_0 = (1.0).xxxx;
  84. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  85. float3 ase_worldPos = i.worldPos;
  86. #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
  87. float3 ase_worldlightDir = 0;
  88. #else //aseld
  89. float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
  90. #endif //aseld
  91. float dotResult3 = dot( ase_worldNormal , ase_worldlightDir );
  92. float2 temp_cast_1 = (saturate( (dotResult3*0.5 + 0.5) )).xx;
  93. float4 lerpResult22 = lerp( temp_cast_0 , tex2D( Ramp, temp_cast_1 ) , _RampIntensity);
  94. #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
  95. float4 ase_lightColor = 0;
  96. #else //aselc
  97. float4 ase_lightColor = _LightColor0;
  98. #endif //aselc
  99. UnityGI gi29 = gi;
  100. float3 diffNorm29 = ase_worldNormal;
  101. gi29 = UnityGI_Base( data, 1, diffNorm29 );
  102. float3 indirectDiffuse29 = gi29.indirect.diffuse + diffNorm29 * 0.0001;
  103. float lerpResult27 = lerp( 1.0 , ase_lightAtten , _ShadowIntensity);
  104. c.rgb = ( lerpResult20 * lerpResult22 * ( ase_lightColor * float4( ( indirectDiffuse29 + lerpResult27 ) , 0.0 ) ) ).rgb;
  105. c.a = ( _ColorMultiply.a * tex2DNode7.a );
  106. return c;
  107. }
  108. inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
  109. {
  110. s.GIData = data;
  111. }
  112. void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
  113. {
  114. o.SurfInput = i;
  115. o.Normal = float3(0,0,1);
  116. }
  117. ENDCG
  118. CGPROGRAM
  119. #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
  120. ENDCG
  121. Pass
  122. {
  123. Name "ShadowCaster"
  124. Tags{ "LightMode" = "ShadowCaster" }
  125. ZWrite On
  126. CGPROGRAM
  127. #pragma vertex vert
  128. #pragma fragment frag
  129. #pragma target 3.0
  130. #pragma multi_compile_shadowcaster
  131. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  132. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  133. #include "HLSLSupport.cginc"
  134. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  135. #define CAN_SKIP_VPOS
  136. #endif
  137. #include "UnityCG.cginc"
  138. #include "Lighting.cginc"
  139. #include "UnityPBSLighting.cginc"
  140. sampler3D _DitherMaskLOD;
  141. struct v2f
  142. {
  143. V2F_SHADOW_CASTER;
  144. float2 customPack1 : TEXCOORD1;
  145. float4 tSpace0 : TEXCOORD2;
  146. float4 tSpace1 : TEXCOORD3;
  147. float4 tSpace2 : TEXCOORD4;
  148. UNITY_VERTEX_INPUT_INSTANCE_ID
  149. };
  150. v2f vert( appdata_full v )
  151. {
  152. v2f o;
  153. UNITY_SETUP_INSTANCE_ID( v );
  154. UNITY_INITIALIZE_OUTPUT( v2f, o );
  155. UNITY_TRANSFER_INSTANCE_ID( v, o );
  156. Input customInputData;
  157. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  158. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  159. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  160. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  161. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  162. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  163. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  164. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  165. o.customPack1.xy = customInputData.uv_texcoord;
  166. o.customPack1.xy = v.texcoord;
  167. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  168. return o;
  169. }
  170. half4 frag( v2f IN
  171. #if !defined( CAN_SKIP_VPOS )
  172. , UNITY_VPOS_TYPE vpos : VPOS
  173. #endif
  174. ) : SV_Target
  175. {
  176. UNITY_SETUP_INSTANCE_ID( IN );
  177. Input surfIN;
  178. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  179. surfIN.uv_texcoord = IN.customPack1.xy;
  180. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  181. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  182. surfIN.worldPos = worldPos;
  183. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  184. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  185. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  186. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  187. SurfaceOutputCustomLightingCustom o;
  188. UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
  189. surf( surfIN, o );
  190. UnityGI gi;
  191. UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
  192. o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
  193. #if defined( CAN_SKIP_VPOS )
  194. float2 vpos = IN.pos;
  195. #endif
  196. half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
  197. clip( alphaRef - 0.01 );
  198. SHADOW_CASTER_FRAGMENT( IN )
  199. }
  200. ENDCG
  201. }
  202. }
  203. Fallback "Diffuse"
  204. CustomEditor "ASEMaterialInspector"
  205. }
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