├── .gitignore ├── LICENSE ├── README.md ├── Syns-Unity-Shaders.zip ├── Syns-Unity-Shaders ├── Assets │ ├── Reflection Tex.renderTexture │ ├── avatar-shaders.gif │ ├── cloth_n.jpg │ ├── electric.png │ ├── grass.png │ ├── gravel_256x256_10.png │ ├── hair_n.jpg │ ├── rainbow.png │ ├── tex_Water.jpg │ ├── toon-ramp.png │ ├── water-height.png │ ├── water-shader.png │ └── water1.png ├── Examples │ ├── Avatars.unity │ ├── Water.meta │ ├── Water.unity │ └── Water │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ └── ReflectionProbe-1.exr.meta ├── Models │ ├── Materials │ │ ├── Panning.mat │ │ ├── ScanLine.mat │ │ ├── Toon Clothes.mat │ │ ├── Toon Hair.mat │ │ ├── Toon.mat │ │ ├── Water 1.mat │ │ ├── Water.mat │ │ ├── def_mat.mat │ │ ├── hair_mat.mat │ │ ├── mouth_mat.mat │ │ ├── nol_mat.mat │ │ └── skin_mat.mat │ ├── SD_unitychan_generic.fbx │ ├── SD_unitychan_humanoid.fbx │ └── Textures │ │ ├── utc_all2.tga │ │ └── utc_nomal.tga ├── Prefabs │ ├── ExampleWater.prefab │ ├── Panning Overlay and Outline.prefab │ ├── ScanLine.prefab │ └── Toon.prefab └── Shaders │ ├── Panning Overlay and Outline.shader │ ├── Panning Overlay.shader │ ├── ScanLine.shader │ ├── Syns Toon Outline.shader │ ├── Syns Toon.shader │ ├── Water 2.shader │ └── WaterWave.asset └── syns-unity-shaders.unitypackage /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | *.meta 3 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 SynLogic 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/W7W21OEBU) 2 | # Syn's Unity Shaders 3 | A set of fun/useful shaders for use in VRChat and Unity. 4 | 5 | ## As of 11/17/2018 I have moved the shaders from ShaderForge to Amplify. 6 | ## I have also added example scenes and improved on a lot of the shaders code. There is also now a toon shader! 7 | 8 | # How to add to assets? 9 | Download the latest release at the link below, and unzip into your Assets directory. 10 | https://github.com/synlogic/Syns-Unity-Shaders/releases/latest 11 | 12 | # Avatar Shaders 13 | + 14 | 15 | # Toon 16 | A simple toon shader for VRChat models. 17 | * Mask Clip Value: Transparency Cutout percentage 18 | * Ramp: Determines the shape and color of the shadows 19 | * Outline Color: Color of the outline 20 | * Outline Size: Size of the outline 21 | * Shading: Overall brightness of the model. 22 | * Fake Lighting Toggle: Toggles a static light direction. 23 | * Fake Light Direction: Static light direction. 24 | 25 | # ScanLine 26 | Swaps between two textures based on speed and harshness set. 27 | * Tint: Overall tint of the Texture 28 | * Speed: Speed of the scanline 29 | * Harshness: How soft or harsh the scanline is 30 | * Unlit: Toggles whether or not the material is Unlit 31 | 32 | # PanningOutline and Texture Overlay 33 | Pans a texture around the outline and/or on-top of a mesh. 34 | * Unlit: Toggles whether or not the material is Unlit 35 | * Tint: Tint of MainTex 36 | * Overlay Amount: Amount of the OverlayTexture is shown 37 | * Overlay Speed: Vector2 (UV) speed of the Overlay's panning 38 | * Outline Speed: Vector2 (UV) speed of the outline's panning 39 | * Outline Width: Width of the outline (Smaller numbers work best EX .002) 40 | 41 | 42 | # WaterShader 43 | Example scene: Examples/Water 44 | + 45 | Simulates nice looking water. 46 | * Specular: Specularity of the water 47 | * Gloss: Glossiness of the water, higher the more wet looking. 48 | * Specular Darkness: Changes the darkness of the specular highlights. 49 | * Master Opacity: Controls the opacity of the water. 50 | * Depth Based Opacity: Enables depth based opacity simulating darker/lighter waters with background geometery. 51 | * Opacity Depth: How far it takes to go from 0-1 opacity. 52 | * Water Tint: Overall tint of the water. 53 | * Water Overlay: Allows for a texture to be overlayed onto the water. 54 | * Normal Speed: Speed the normals pan. 55 | * Normal 2 Offset: Offset of the copy of the first normals 56 | * Reflection Probe: Set to a cubemap to give reflections of a skybox 57 | * Reflection Strength: Intensity of the reflection, smaller is more. 58 | 59 | **Tesselation Options** 60 | * Tesselation Factor: Amount of tesselation, used to smooth vertex movement. 61 | * Max Tes Distance: Maximum distance for tesselation effect. 62 | * Min Tes Distance: Minimum distance for tesselation effect. 63 | 64 | **Gertscher Wave Vertex Offset** 65 | * Vertex Offset Toggle: Disables/Enables the wave function 66 | * Wave Amplitude: Can be used to set amount of waves 67 | * Wave Height: Height of the waves 68 | * Wave Speed: Speed of the waves 69 | * Wave Direction 1-4: Changes the shape and direction of the waves. Having multiple values is generally desirable. 70 | -------------------------------------------------------------------------------- /Syns-Unity-Shaders.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/synlogic/Syns-Unity-Shaders/f886a8f7373f10550bbcf08217540d4bd2cd33c4/Syns-Unity-Shaders.zip -------------------------------------------------------------------------------- /Syns-Unity-Shaders/Assets/Reflection Tex.renderTexture: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!84 &8400000 4 | RenderTexture: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_Name: Reflection Tex 9 | m_ImageContentsHash: 10 | serializedVersion: 2 11 | Hash: 00000000000000000000000000000000 12 | m_Width: 256 13 | m_Height: 256 14 | m_AntiAliasing: 1 15 | m_DepthFormat: 2 16 | m_ColorFormat: 0 17 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{ 7 | _Cutoff( "Mask Clip Value", Float ) = 0.5 8 | [Toggle]_Unlit("Unlit", Float) = 0 9 | _Tint("Tint", Color) = (0.7205882,0.7205882,0.7205882,0) 10 | _MainTex("MainTex", 2D) = "white" {} 11 | _Emission("Emission", 2D) = "black" {} 12 | [Toggle]_TextureOverlay("Texture Overlay", Float) = 1 13 | _OverlayTexture("Overlay Texture", 2D) = "white" {} 14 | _OverlayAmount("Overlay Amount", Range( 0 , 1)) = 0.5 15 | _OverlaySpeed("Overlay Speed", Vector) = (0,0,0,0) 16 | _OutlineTexture("Outline Texture", 2D) = "white" {} 17 | _OutlineSpeed("Outline Speed", Vector) = (0,0,0,0) 18 | _OutlineWidth("Outline Width", Float) = 0 19 | [Toggle]_Outline("Outline", Float) = 1 20 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 21 | [HideInInspector] __dirty( "", Int ) = 1 22 | } 23 | 24 | SubShader 25 | { 26 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0"} 27 | Cull Front 28 | CGPROGRAM 29 | #pragma target 3.0 30 | #pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc 31 | void outlineVertexDataFunc( inout appdata_full v, out Input o ) 32 | { 33 | UNITY_INITIALIZE_OUTPUT( Input, o ); 34 | float OutlineChoice73 = lerp(0.0,1.0,_Outline); 35 | float outlineVar = (( OutlineChoice73 == 0.0 ) ? 0.0 : _OutlineWidth ); 36 | v.vertex.xyz += ( v.normal * outlineVar ); 37 | } 38 | inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } 39 | void outlineSurf( Input i, inout SurfaceOutput o ) 40 | { 41 | float OutlineChoice73 = lerp(0.0,1.0,_Outline); 42 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 43 | float4 ase_lightColor = 0; 44 | #else //aselc 45 | float4 ase_lightColor = _LightColor0; 46 | #endif //aselc 47 | float3 temp_cast_0 = (( 1 * ase_lightColor.a )).xxx; 48 | float3 clampResult105 = clamp( (( 1 > 0.2 ) ? temp_cast_0 : float3(0,0,0) ) , float3( 0.1843137,0.1843137,0.1843137 ) , float3( 1,1,1 ) ); 49 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 50 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 51 | float4 temp_output_40_0 = ( _Tint * tex2DNode1 ); 52 | float2 panner45 = ( _Time.y * _OverlaySpeed + i.uv_texcoord); 53 | float4 lerpResult95 = lerp( temp_output_40_0 , tex2D( _OverlayTexture, panner45 ) , _OverlayAmount); 54 | float4 temp_output_17_0 = ( float4( clampResult105 , 0.0 ) * lerp(temp_output_40_0,lerpResult95,_TextureOverlay) ); 55 | float4 CustomLighting69 = temp_output_17_0; 56 | float2 panner49 = ( _Time.y * _OutlineSpeed + i.uv_texcoord); 57 | float4 tex2DNode20 = tex2D( _OutlineTexture, panner49 ); 58 | o.Emission = ((( OutlineChoice73 == 0.0 ) ? CustomLighting69 : tex2DNode20 )).rgb; 59 | clip( tex2DNode20.a - _Cutoff ); 60 | } 61 | ENDCG 62 | 63 | 64 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IsEmissive" = "true" } 65 | Cull Off 66 | CGINCLUDE 67 | #include "UnityPBSLighting.cginc" 68 | #include "UnityShaderVariables.cginc" 69 | #include "Lighting.cginc" 70 | #pragma target 3.0 71 | #ifdef UNITY_PASS_SHADOWCASTER 72 | #undef INTERNAL_DATA 73 | #undef WorldReflectionVector 74 | #undef WorldNormalVector 75 | #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; 76 | #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) 77 | #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) 78 | #endif 79 | struct Input 80 | { 81 | float2 uv_texcoord; 82 | float3 worldNormal; 83 | INTERNAL_DATA 84 | }; 85 | 86 | struct SurfaceOutputCustomLightingCustom 87 | { 88 | half3 Albedo; 89 | half3 Normal; 90 | half3 Emission; 91 | half Metallic; 92 | half Smoothness; 93 | half Occlusion; 94 | half Alpha; 95 | Input SurfInput; 96 | UnityGIInput GIData; 97 | }; 98 | 99 | uniform float _Unlit; 100 | uniform sampler2D _Emission; 101 | uniform float4 _Emission_ST; 102 | uniform float _TextureOverlay; 103 | uniform float4 _Tint; 104 | uniform sampler2D _MainTex; 105 | uniform float4 _MainTex_ST; 106 | uniform sampler2D _OverlayTexture; 107 | uniform float2 _OverlaySpeed; 108 | uniform float _OverlayAmount; 109 | uniform float _Cutoff = 0.5; 110 | uniform float _Outline; 111 | uniform float _OutlineWidth; 112 | uniform sampler2D _OutlineTexture; 113 | uniform float2 _OutlineSpeed; 114 | 115 | void vertexDataFunc( inout appdata_full v, out Input o ) 116 | { 117 | UNITY_INITIALIZE_OUTPUT( Input, o ); 118 | v.vertex.xyz += 0; 119 | } 120 | 121 | inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) 122 | { 123 | UnityGIInput data = s.GIData; 124 | Input i = s.SurfInput; 125 | half4 c = 0; 126 | #ifdef UNITY_PASS_FORWARDBASE 127 | float ase_lightAtten = data.atten; 128 | if( _LightColor0.a == 0) 129 | ase_lightAtten = 0; 130 | #else 131 | float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); 132 | float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); 133 | #endif 134 | #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) 135 | half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); 136 | float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); 137 | float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); 138 | ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); 139 | #endif 140 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 141 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 142 | float Mask36 = tex2DNode1.a; 143 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 144 | float4 ase_lightColor = 0; 145 | #else //aselc 146 | float4 ase_lightColor = _LightColor0; 147 | #endif //aselc 148 | float3 temp_cast_3 = (( ase_lightAtten * ase_lightColor.a )).xxx; 149 | float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); 150 | UnityGI gi102 = gi; 151 | float3 diffNorm102 = ase_worldNormal; 152 | gi102 = UnityGI_Base( data, 1, diffNorm102 ); 153 | float3 indirectDiffuse102 = gi102.indirect.diffuse + diffNorm102 * 0.0001; 154 | float3 clampResult105 = clamp( (( ase_lightAtten > 0.2 ) ? temp_cast_3 : indirectDiffuse102 ) , float3( 0.1843137,0.1843137,0.1843137 ) , float3( 1,1,1 ) ); 155 | float4 temp_output_40_0 = ( _Tint * tex2DNode1 ); 156 | float2 panner45 = ( _Time.y * _OverlaySpeed + i.uv_texcoord); 157 | float4 lerpResult95 = lerp( temp_output_40_0 , tex2D( _OverlayTexture, panner45 ) , _OverlayAmount); 158 | float4 temp_output_17_0 = ( float4( clampResult105 , 0.0 ) * lerp(temp_output_40_0,lerpResult95,_TextureOverlay) ); 159 | float4 CustomLighting69 = temp_output_17_0; 160 | c.rgb = CustomLighting69.rgb; 161 | c.a = 1; 162 | clip( Mask36 - _Cutoff ); 163 | return c; 164 | } 165 | 166 | inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) 167 | { 168 | s.GIData = data; 169 | } 170 | 171 | void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) 172 | { 173 | o.SurfInput = i; 174 | o.Normal = float3(0,0,1); 175 | float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; 176 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 177 | float4 ase_lightColor = 0; 178 | #else //aselc 179 | float4 ase_lightColor = _LightColor0; 180 | #endif //aselc 181 | float3 temp_cast_0 = (( 1 * ase_lightColor.a )).xxx; 182 | float3 clampResult105 = clamp( (( 1 > 0.2 ) ? temp_cast_0 : float3(0,0,0) ) , float3( 0.1843137,0.1843137,0.1843137 ) , float3( 1,1,1 ) ); 183 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 184 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 185 | float4 temp_output_40_0 = ( _Tint * tex2DNode1 ); 186 | float2 panner45 = ( _Time.y * _OverlaySpeed + i.uv_texcoord); 187 | float4 lerpResult95 = lerp( temp_output_40_0 , tex2D( _OverlayTexture, panner45 ) , _OverlayAmount); 188 | float4 temp_output_17_0 = ( float4( clampResult105 , 0.0 ) * lerp(temp_output_40_0,lerpResult95,_TextureOverlay) ); 189 | o.Emission = lerp(tex2D( _Emission, uv_Emission ),temp_output_17_0,_Unlit).rgb; 190 | } 191 | 192 | ENDCG 193 | CGPROGRAM 194 | #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc 195 | 196 | ENDCG 197 | Pass 198 | { 199 | Name "ShadowCaster" 200 | Tags{ "LightMode" = "ShadowCaster" } 201 | ZWrite On 202 | CGPROGRAM 203 | #pragma vertex vert 204 | #pragma fragment frag 205 | #pragma target 3.0 206 | #pragma multi_compile_shadowcaster 207 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 208 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 209 | #include "HLSLSupport.cginc" 210 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 211 | #define CAN_SKIP_VPOS 212 | #endif 213 | #include "UnityCG.cginc" 214 | #include "Lighting.cginc" 215 | #include "UnityPBSLighting.cginc" 216 | struct v2f 217 | { 218 | V2F_SHADOW_CASTER; 219 | float2 customPack1 : TEXCOORD1; 220 | float4 tSpace0 : TEXCOORD2; 221 | float4 tSpace1 : TEXCOORD3; 222 | float4 tSpace2 : TEXCOORD4; 223 | UNITY_VERTEX_INPUT_INSTANCE_ID 224 | }; 225 | v2f vert( appdata_full v ) 226 | { 227 | v2f o; 228 | UNITY_SETUP_INSTANCE_ID( v ); 229 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 230 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 231 | Input customInputData; 232 | vertexDataFunc( v, customInputData ); 233 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 234 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 235 | half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); 236 | half tangentSign = v.tangent.w * unity_WorldTransformParams.w; 237 | half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; 238 | o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); 239 | o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); 240 | o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); 241 | o.customPack1.xy = customInputData.uv_texcoord; 242 | o.customPack1.xy = v.texcoord; 243 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 244 | return o; 245 | } 246 | half4 frag( v2f IN 247 | #if !defined( CAN_SKIP_VPOS ) 248 | , UNITY_VPOS_TYPE vpos : VPOS 249 | #endif 250 | ) : SV_Target 251 | { 252 | UNITY_SETUP_INSTANCE_ID( IN ); 253 | Input surfIN; 254 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 255 | surfIN.uv_texcoord = IN.customPack1.xy; 256 | float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); 257 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 258 | surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); 259 | surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; 260 | surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; 261 | surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; 262 | SurfaceOutputCustomLightingCustom o; 263 | UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) 264 | surf( surfIN, o ); 265 | UnityGI gi; 266 | UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); 267 | o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; 268 | #if defined( CAN_SKIP_VPOS ) 269 | float2 vpos = IN.pos; 270 | #endif 271 | SHADOW_CASTER_FRAGMENT( IN ) 272 | } 273 | ENDCG 274 | } 275 | } 276 | Fallback "Diffuse" 277 | CustomEditor "ASEMaterialInspector" 278 | } 279 | 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(0.7205882,0.7205882,0.7205882,0) 9 | _MainTex("MainTex", 2D) = "white" {} 10 | _Cutoff( "Mask Clip Value", Float ) = 0.5 11 | _Emission("Emission", 2D) = "black" {} 12 | _OverlayTexture("Overlay Texture", 2D) = "white" {} 13 | _OverlayAmount("Overlay Amount", Range( 0 , 2)) = 0.5 14 | _OverlaySpeed("Overlay Speed", Vector) = (0,0,0,0) 15 | _OverlayMask("Overlay Mask", 2D) = "white" {} 16 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 17 | [HideInInspector] __dirty( "", Int ) = 1 18 | } 19 | 20 | SubShader 21 | { 22 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IsEmissive" = "true" } 23 | Cull Off 24 | CGINCLUDE 25 | #include "UnityPBSLighting.cginc" 26 | #include "UnityShaderVariables.cginc" 27 | #include "Lighting.cginc" 28 | #pragma target 3.0 29 | #ifdef UNITY_PASS_SHADOWCASTER 30 | #undef INTERNAL_DATA 31 | #undef WorldReflectionVector 32 | #undef WorldNormalVector 33 | #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; 34 | #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) 35 | #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) 36 | #endif 37 | struct Input 38 | { 39 | float2 uv_texcoord; 40 | float3 worldNormal; 41 | INTERNAL_DATA 42 | }; 43 | 44 | struct SurfaceOutputCustomLightingCustom 45 | { 46 | half3 Albedo; 47 | half3 Normal; 48 | half3 Emission; 49 | half Metallic; 50 | half Smoothness; 51 | half Occlusion; 52 | half Alpha; 53 | Input SurfInput; 54 | UnityGIInput GIData; 55 | }; 56 | 57 | uniform float _Unlit; 58 | uniform sampler2D _Emission; 59 | uniform float4 _Emission_ST; 60 | uniform sampler2D _OverlayTexture; 61 | uniform float2 _OverlaySpeed; 62 | uniform float4 _OverlayTexture_ST; 63 | uniform float _OverlayAmount; 64 | uniform sampler2D _OverlayMask; 65 | uniform float4 _OverlayMask_ST; 66 | uniform float4 _Tint; 67 | uniform sampler2D _MainTex; 68 | uniform float4 _MainTex_ST; 69 | uniform float _Cutoff = 0.5; 70 | 71 | inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) 72 | { 73 | UnityGIInput data = s.GIData; 74 | Input i = s.SurfInput; 75 | half4 c = 0; 76 | #ifdef UNITY_PASS_FORWARDBASE 77 | float ase_lightAtten = data.atten; 78 | if( _LightColor0.a == 0) 79 | ase_lightAtten = 0; 80 | #else 81 | float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); 82 | float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); 83 | #endif 84 | #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) 85 | half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); 86 | float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); 87 | float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); 88 | ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); 89 | #endif 90 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 91 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 92 | float Mask36 = tex2DNode1.a; 93 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 94 | float4 ase_lightColor = 0; 95 | #else //aselc 96 | float4 ase_lightColor = _LightColor0; 97 | #endif //aselc 98 | float3 temp_cast_4 = (( ase_lightAtten * ase_lightColor.a )).xxx; 99 | float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); 100 | UnityGI gi114 = gi; 101 | float3 diffNorm114 = ase_worldNormal; 102 | gi114 = UnityGI_Base( data, 1, diffNorm114 ); 103 | float3 indirectDiffuse114 = gi114.indirect.diffuse + diffNorm114 * 0.0001; 104 | float3 clampResult103 = clamp( (( ase_lightAtten > 0.2 ) ? temp_cast_4 : indirectDiffuse114 ) , float3( 0.1843137,0.1843137,0.1843137 ) , float3( 1,1,1 ) ); 105 | float2 uv_OverlayTexture = i.uv_texcoord * _OverlayTexture_ST.xy + _OverlayTexture_ST.zw; 106 | float2 panner45 = ( _Time.y * _OverlaySpeed + uv_OverlayTexture); 107 | float4 tex2DNode61 = tex2D( _OverlayTexture, panner45 ); 108 | float2 uv_OverlayMask = i.uv_texcoord * _OverlayMask_ST.xy + _OverlayMask_ST.zw; 109 | float3 desaturateInitialColor111 = ( _OverlayAmount * tex2D( _OverlayMask, uv_OverlayMask ) ).rgb; 110 | float desaturateDot111 = dot( desaturateInitialColor111, float3( 0.299, 0.587, 0.114 )); 111 | float3 desaturateVar111 = lerp( desaturateInitialColor111, desaturateDot111.xxx, 1.0 ); 112 | float4 lerpResult95 = lerp( ( _Tint * tex2DNode1 ) , tex2DNode61 , float4( desaturateVar111 , 0.0 )); 113 | float4 CustomLighting69 = ( float4( clampResult103 , 0.0 ) * lerpResult95 ); 114 | c.rgb = CustomLighting69.rgb; 115 | c.a = 1; 116 | clip( Mask36 - _Cutoff ); 117 | return c; 118 | } 119 | 120 | inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) 121 | { 122 | s.GIData = data; 123 | } 124 | 125 | void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) 126 | { 127 | o.SurfInput = i; 128 | o.Normal = float3(0,0,1); 129 | float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; 130 | float2 uv_OverlayTexture = i.uv_texcoord * _OverlayTexture_ST.xy + _OverlayTexture_ST.zw; 131 | float2 panner45 = ( _Time.y * _OverlaySpeed + uv_OverlayTexture); 132 | float4 tex2DNode61 = tex2D( _OverlayTexture, panner45 ); 133 | float2 uv_OverlayMask = i.uv_texcoord * _OverlayMask_ST.xy + _OverlayMask_ST.zw; 134 | float3 desaturateInitialColor111 = ( _OverlayAmount * tex2D( _OverlayMask, uv_OverlayMask ) ).rgb; 135 | float desaturateDot111 = dot( desaturateInitialColor111, float3( 0.299, 0.587, 0.114 )); 136 | float3 desaturateVar111 = lerp( desaturateInitialColor111, desaturateDot111.xxx, 1.0 ); 137 | float4 lerpResult113 = lerp( tex2D( _Emission, uv_Emission ) , tex2DNode61 , float4( desaturateVar111 , 0.0 )); 138 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 139 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 140 | float4 lerpResult95 = lerp( ( _Tint * tex2DNode1 ) , tex2DNode61 , float4( desaturateVar111 , 0.0 )); 141 | o.Emission = lerp(lerpResult113,lerpResult95,_Unlit).rgb; 142 | } 143 | 144 | ENDCG 145 | CGPROGRAM 146 | #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows 147 | 148 | ENDCG 149 | Pass 150 | { 151 | Name "ShadowCaster" 152 | Tags{ "LightMode" = "ShadowCaster" } 153 | ZWrite On 154 | CGPROGRAM 155 | #pragma vertex vert 156 | #pragma fragment frag 157 | #pragma target 3.0 158 | #pragma multi_compile_shadowcaster 159 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 160 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 161 | #include "HLSLSupport.cginc" 162 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 163 | #define CAN_SKIP_VPOS 164 | #endif 165 | #include "UnityCG.cginc" 166 | #include "Lighting.cginc" 167 | #include "UnityPBSLighting.cginc" 168 | struct v2f 169 | { 170 | V2F_SHADOW_CASTER; 171 | float2 customPack1 : TEXCOORD1; 172 | float4 tSpace0 : TEXCOORD2; 173 | float4 tSpace1 : TEXCOORD3; 174 | float4 tSpace2 : TEXCOORD4; 175 | UNITY_VERTEX_INPUT_INSTANCE_ID 176 | }; 177 | v2f vert( appdata_full v ) 178 | { 179 | v2f o; 180 | UNITY_SETUP_INSTANCE_ID( v ); 181 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 182 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 183 | Input customInputData; 184 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 185 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 186 | half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); 187 | half tangentSign = v.tangent.w * unity_WorldTransformParams.w; 188 | half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; 189 | o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); 190 | o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); 191 | o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); 192 | o.customPack1.xy = customInputData.uv_texcoord; 193 | o.customPack1.xy = v.texcoord; 194 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 195 | return o; 196 | } 197 | half4 frag( v2f IN 198 | #if !defined( CAN_SKIP_VPOS ) 199 | , UNITY_VPOS_TYPE vpos : VPOS 200 | #endif 201 | ) : SV_Target 202 | { 203 | UNITY_SETUP_INSTANCE_ID( IN ); 204 | Input surfIN; 205 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 206 | surfIN.uv_texcoord = IN.customPack1.xy; 207 | float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); 208 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 209 | surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); 210 | surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; 211 | surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; 212 | surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; 213 | SurfaceOutputCustomLightingCustom o; 214 | UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) 215 | surf( surfIN, o ); 216 | UnityGI gi; 217 | UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); 218 | o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; 219 | #if defined( CAN_SKIP_VPOS ) 220 | float2 vpos = IN.pos; 221 | #endif 222 | SHADOW_CASTER_FRAGMENT( IN ) 223 | } 224 | ENDCG 225 | } 226 | } 227 | Fallback "Diffuse" 228 | CustomEditor "ASEMaterialInspector" 229 | } 230 | /*ASEBEGIN 231 | Version=16301 232 | 670;626;1517;767;1827.857;924.9089;1.630971;True;False 233 | Node;AmplifyShaderEditor.SimpleTimeNode;52;-1263.348,357.9275;Float;False;1;0;FLOAT;1;False;1;FLOAT;0 234 | Node;AmplifyShaderEditor.LightColorNode;13;-1141.25,-465.2621;Float;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 235 | 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WireConnection;0;10;34;0 294 | WireConnection;0;13;69;0 295 | ASEEND*/ 296 | //CHKSM=D7C6ADFEBC96CD63EA265E8BC8A958E15464A7C5 -------------------------------------------------------------------------------- /Syns-Unity-Shaders/Shaders/ScanLine.shader: -------------------------------------------------------------------------------- 1 | // Made with Amplify Shader Editor 2 | // Available at the Unity Asset Store - http://u3d.as/y3X 3 | Shader "SynLogic/ScanLine v2" 4 | { 5 | Properties 6 | { 7 | _Tint("Tint", Color) = (0.8455882,0.8455882,0.8455882,0) 8 | _MainTex("MainTex", 2D) = "white" {} 9 | _Cutoff( "Mask Clip Value", Float ) = 0.5 10 | _OverlayTexture("Overlay Texture", 2D) = "white" {} 11 | _Speed("Speed", Float) = 1 12 | _Harshness("Harshness", Range( 0 , 1)) = 0.5 13 | [Toggle]_Unlit("Unlit", Float) = 1 14 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 15 | [HideInInspector] __dirty( "", Int ) = 1 16 | } 17 | 18 | SubShader 19 | { 20 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IsEmissive" = "true" } 21 | Cull Back 22 | CGINCLUDE 23 | #include "UnityPBSLighting.cginc" 24 | #include "UnityShaderVariables.cginc" 25 | #include "Lighting.cginc" 26 | #pragma target 3.0 27 | struct Input 28 | { 29 | float2 uv_texcoord; 30 | float4 screenPos; 31 | }; 32 | 33 | struct SurfaceOutputCustomLightingCustom 34 | { 35 | half3 Albedo; 36 | half3 Normal; 37 | half3 Emission; 38 | half Metallic; 39 | half Smoothness; 40 | half Occlusion; 41 | half Alpha; 42 | Input SurfInput; 43 | UnityGIInput GIData; 44 | }; 45 | 46 | uniform float _Unlit; 47 | uniform float4 _Tint; 48 | uniform sampler2D _MainTex; 49 | uniform float4 _MainTex_ST; 50 | uniform sampler2D _OverlayTexture; 51 | uniform float4 _OverlayTexture_ST; 52 | uniform float _Harshness; 53 | uniform float _Speed; 54 | uniform float _Cutoff = 0.5; 55 | 56 | inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) 57 | { 58 | UnityGIInput data = s.GIData; 59 | Input i = s.SurfInput; 60 | half4 c = 0; 61 | #ifdef UNITY_PASS_FORWARDBASE 62 | float ase_lightAtten = data.atten; 63 | if( _LightColor0.a == 0) 64 | ase_lightAtten = 0; 65 | #else 66 | float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); 67 | float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); 68 | #endif 69 | #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) 70 | half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); 71 | float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); 72 | float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); 73 | ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); 74 | #endif 75 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 76 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 77 | float2 uv_OverlayTexture = i.uv_texcoord * _OverlayTexture_ST.xy + _OverlayTexture_ST.zw; 78 | float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); 79 | float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; 80 | ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; 81 | float temp_output_12_0 = sin( ( ase_screenPosNorm.y + ( _Speed * _Time.y ) ) ); 82 | float blendOpSrc16 = ( _Harshness / temp_output_12_0 ); 83 | float blendOpDest16 = ( 1.0 - temp_output_12_0 ); 84 | float alpha17 = ( saturate( (( blendOpSrc16 > 0.5 )? ( blendOpDest16 + 2.0 * blendOpSrc16 - 1.0 ) : ( blendOpDest16 + 2.0 * ( blendOpSrc16 - 0.5 ) ) ) )); 85 | float4 lerpResult3 = lerp( ( _Tint * tex2DNode1 ) , tex2D( _OverlayTexture, uv_OverlayTexture ) , alpha17); 86 | float4 temp_cast_2 = (ase_lightAtten).xxxx; 87 | float4 temp_cast_3 = (0.5).xxxx; 88 | float4 temp_cast_4 = (1.0).xxxx; 89 | float4 clampResult3_g8 = clamp( temp_cast_2 , temp_cast_3 , temp_cast_4 ); 90 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 91 | float4 ase_lightColor = 0; 92 | #else //aselc 93 | float4 ase_lightColor = _LightColor0; 94 | #endif //aselc 95 | float4 temp_cast_7 = (0.5).xxxx; 96 | float4 temp_cast_8 = (1.0).xxxx; 97 | float4 clampResult3_g7 = clamp( float4( ase_lightColor.rgb , 0.0 ) , temp_cast_7 , temp_cast_8 ); 98 | c.rgb = ( lerpResult3 * clampResult3_g8 * clampResult3_g7 ).rgb; 99 | c.a = 1; 100 | clip( tex2DNode1.a - _Cutoff ); 101 | return c; 102 | } 103 | 104 | inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) 105 | { 106 | s.GIData = data; 107 | } 108 | 109 | void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) 110 | { 111 | o.SurfInput = i; 112 | float4 temp_cast_0 = (0.0).xxxx; 113 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 114 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 115 | float2 uv_OverlayTexture = i.uv_texcoord * _OverlayTexture_ST.xy + _OverlayTexture_ST.zw; 116 | float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); 117 | float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; 118 | ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; 119 | float temp_output_12_0 = sin( ( ase_screenPosNorm.y + ( _Speed * _Time.y ) ) ); 120 | float blendOpSrc16 = ( _Harshness / temp_output_12_0 ); 121 | float blendOpDest16 = ( 1.0 - temp_output_12_0 ); 122 | float alpha17 = ( saturate( (( blendOpSrc16 > 0.5 )? ( blendOpDest16 + 2.0 * blendOpSrc16 - 1.0 ) : ( blendOpDest16 + 2.0 * ( blendOpSrc16 - 0.5 ) ) ) )); 123 | float4 lerpResult3 = lerp( ( _Tint * tex2DNode1 ) , tex2D( _OverlayTexture, uv_OverlayTexture ) , alpha17); 124 | o.Emission = lerp(temp_cast_0,lerpResult3,_Unlit).rgb; 125 | } 126 | 127 | ENDCG 128 | CGPROGRAM 129 | #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows 130 | 131 | ENDCG 132 | Pass 133 | { 134 | Name "ShadowCaster" 135 | Tags{ "LightMode" = "ShadowCaster" } 136 | ZWrite On 137 | CGPROGRAM 138 | #pragma vertex vert 139 | #pragma fragment frag 140 | #pragma target 3.0 141 | #pragma multi_compile_shadowcaster 142 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 143 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 144 | #include "HLSLSupport.cginc" 145 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 146 | #define CAN_SKIP_VPOS 147 | #endif 148 | #include "UnityCG.cginc" 149 | #include "Lighting.cginc" 150 | #include "UnityPBSLighting.cginc" 151 | struct v2f 152 | { 153 | V2F_SHADOW_CASTER; 154 | float2 customPack1 : TEXCOORD1; 155 | float3 worldPos : TEXCOORD2; 156 | float4 screenPos : TEXCOORD3; 157 | UNITY_VERTEX_INPUT_INSTANCE_ID 158 | }; 159 | v2f vert( appdata_full v ) 160 | { 161 | v2f o; 162 | UNITY_SETUP_INSTANCE_ID( v ); 163 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 164 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 165 | Input customInputData; 166 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 167 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 168 | o.customPack1.xy = customInputData.uv_texcoord; 169 | o.customPack1.xy = v.texcoord; 170 | o.worldPos = worldPos; 171 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 172 | o.screenPos = ComputeScreenPos( o.pos ); 173 | return o; 174 | } 175 | half4 frag( v2f IN 176 | #if !defined( CAN_SKIP_VPOS ) 177 | , UNITY_VPOS_TYPE vpos : VPOS 178 | #endif 179 | ) : SV_Target 180 | { 181 | UNITY_SETUP_INSTANCE_ID( IN ); 182 | Input surfIN; 183 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 184 | surfIN.uv_texcoord = IN.customPack1.xy; 185 | float3 worldPos = IN.worldPos; 186 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 187 | surfIN.screenPos = IN.screenPos; 188 | SurfaceOutputCustomLightingCustom o; 189 | UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) 190 | surf( surfIN, o ); 191 | UnityGI gi; 192 | UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); 193 | o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; 194 | #if defined( CAN_SKIP_VPOS ) 195 | float2 vpos = IN.pos; 196 | #endif 197 | SHADOW_CASTER_FRAGMENT( IN ) 198 | } 199 | ENDCG 200 | } 201 | } 202 | Fallback "Diffuse" 203 | CustomEditor "ASEMaterialInspector" 204 | } 205 | /*ASEBEGIN 206 | Version=15600 207 | -1729;334;1664;833;1739.821;500.5592;1.401733;True;False 208 | 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/Syns-Unity-Shaders/Shaders/Syns Toon Outline.shader: -------------------------------------------------------------------------------- 1 | // Made with Amplify Shader Editor 2 | // Available at the Unity Asset Store - http://u3d.as/y3X 3 | Shader "SynLogic/Toon/Toon Outline" 4 | { 5 | Properties 6 | { 7 | _Cutoff( "Mask Clip Value", Float ) = 0.5 8 | _Tint("Tint", Color) = (1,1,1,1) 9 | _MainTex("MainTex", 2D) = "white" {} 10 | _NormalMap("Normal Map", 2D) = "bump" {} 11 | _OutlineColor("Outline Color", Color) = (0,0,0,0) 12 | _Ramp("Ramp", 2D) = "white" {} 13 | _OutlineSize("Outline Size", Range( 0 , 1)) = 0 14 | _Emission("Emission", 2D) = "black" {} 15 | _Shading("Shading", Range( 0 , 1)) = 0.5 16 | [Toggle]_FakeLighting("Fake Lighting", Float) = 1 17 | _FakeLightDirection("Fake Light Direction", Vector) = (0,0.37,0.31,0) 18 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 19 | [HideInInspector] __dirty( "", Int ) = 1 20 | } 21 | 22 | SubShader 23 | { 24 | Tags{ } 25 | Cull Front 26 | CGPROGRAM 27 | #pragma target 3.0 28 | #pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc 29 | void outlineVertexDataFunc( inout appdata_full v, out Input o ) 30 | { 31 | UNITY_INITIALIZE_OUTPUT( Input, o ); 32 | float outlineVar = ( _OutlineSize / 1000.0 ); 33 | v.vertex.xyz += ( v.normal * outlineVar ); 34 | } 35 | inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } 36 | void outlineSurf( Input i, inout SurfaceOutput o ) 37 | { 38 | o.Emission = (_OutlineColor).rgb; 39 | } 40 | ENDCG 41 | 42 | 43 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" } 44 | Cull Off 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | 47 | CGINCLUDE 48 | #include "UnityPBSLighting.cginc" 49 | #include "UnityCG.cginc" 50 | #include "UnityStandardUtils.cginc" 51 | #include "UnityShaderVariables.cginc" 52 | #include "Lighting.cginc" 53 | #pragma target 3.0 54 | struct Input 55 | { 56 | float2 uv_texcoord; 57 | float3 worldPos; 58 | float3 worldNormal; 59 | float3 viewDir; 60 | }; 61 | 62 | struct SurfaceOutputCustomLightingCustom 63 | { 64 | half3 Albedo; 65 | half3 Normal; 66 | half3 Emission; 67 | half Metallic; 68 | half Smoothness; 69 | half Occlusion; 70 | half Alpha; 71 | Input SurfInput; 72 | UnityGIInput GIData; 73 | }; 74 | 75 | uniform sampler2D _Emission; 76 | uniform float4 _Emission_ST; 77 | uniform sampler2D _MainTex; 78 | uniform float4 _MainTex_ST; 79 | uniform float _Shading; 80 | uniform float4 _Tint; 81 | uniform sampler2D _Ramp; 82 | uniform float _FakeLighting; 83 | uniform float3 _FakeLightDirection; 84 | uniform sampler2D _NormalMap; 85 | uniform float4 _NormalMap_ST; 86 | uniform float _Cutoff = 0.5; 87 | uniform float _OutlineSize; 88 | uniform float4 _OutlineColor; 89 | 90 | 91 | float3x3 CotangentFrame( float3 normal , float3 position , float2 uv ) 92 | { 93 | float3 dp1 = ddx ( position ); 94 | float3 dp2 = ddy ( position ); 95 | float2 duv1 = ddx ( uv ); 96 | float2 duv2 = ddy ( uv ); 97 | float3 dp2perp = cross ( dp2, normal ); 98 | float3 dp1perp = cross ( normal, dp1 ); 99 | float3 tangent = dp2perp * duv1.x + dp1perp * duv2.x; 100 | float3 bitangent = dp2perp * duv1.y + dp1perp * duv2.y; 101 | float invmax = rsqrt ( max ( dot ( tangent, tangent ), dot ( bitangent, bitangent ) ) ); 102 | tangent *= invmax; 103 | bitangent *= invmax; 104 | return float3x3 ( tangent.x, bitangent.x, normal.x, 105 | tangent.y, bitangent.y, normal.y, 106 | tangent.z, bitangent.z, normal.z ); 107 | } 108 | 109 | 110 | void vertexDataFunc( inout appdata_full v, out Input o ) 111 | { 112 | UNITY_INITIALIZE_OUTPUT( Input, o ); 113 | v.vertex.xyz += 0; 114 | } 115 | 116 | inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) 117 | { 118 | UnityGIInput data = s.GIData; 119 | Input i = s.SurfInput; 120 | half4 c = 0; 121 | #ifdef UNITY_PASS_FORWARDBASE 122 | float ase_lightAtten = data.atten; 123 | if( _LightColor0.a == 0) 124 | ase_lightAtten = 0; 125 | #else 126 | float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); 127 | float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); 128 | #endif 129 | #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) 130 | half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); 131 | float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); 132 | float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); 133 | ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); 134 | #endif 135 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 136 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 137 | float Alpha157 = tex2DNode1.a; 138 | float4 MainTex62 = tex2DNode1; 139 | float TintAlpha147 = _Tint.a; 140 | float clampResult143 = clamp( ( (MainTex62).a * TintAlpha147 ) , 0.0 , 1.0 ); 141 | float3 ase_worldPos = i.worldPos; 142 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld 143 | float3 ase_worldlightDir = 0; 144 | #else //aseld 145 | float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); 146 | #endif //aseld 147 | float3 LightDir98 = (( 1.0 == lerp(0.0,1.0,_FakeLighting) ) ? _FakeLightDirection : ase_worldlightDir ); 148 | float3 ase_worldNormal = i.worldNormal; 149 | float3 ase_normWorldNormal = normalize( ase_worldNormal ); 150 | float3 normal3_g7 = ase_normWorldNormal; 151 | float3 position3_g7 = i.viewDir; 152 | float2 uv3_g7 = i.uv_texcoord; 153 | float3x3 localCotangentFrame3_g7 = CotangentFrame( normal3_g7 , position3_g7 , uv3_g7 ); 154 | float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; 155 | float3 temp_output_6_0_g1 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); 156 | float3 temp_output_24_0_g1 = mul( localCotangentFrame3_g7, temp_output_6_0_g1 ); 157 | float3 temp_output_133_0 = BlendNormals( temp_output_24_0_g1 , ase_worldNormal ); 158 | float dotResult24 = dot( LightDir98 , temp_output_133_0 ); 159 | float4 temp_cast_1 = (0.0).xxxx; 160 | float4 temp_cast_2 = (0.5).xxxx; 161 | float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); 162 | float3 toLight109 = ( LightDir98 - ase_vertex3Pos ); 163 | float d114 = length( toLight109 ); 164 | float clampResult116 = clamp( d114 , 0.0 , 1.0 ); 165 | float fakeAtten115 = pow( clampResult116 , 10.0 ); 166 | float LightAtten100 = (( lerp(0.0,1.0,_FakeLighting) == 1.0 ) ? fakeAtten115 : ase_lightAtten ); 167 | float4 smoothstepResult59 = smoothstep( temp_cast_1 , temp_cast_2 , ( LightAtten100 + float4(0.5,0.5,0.5,0) )); 168 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 169 | float4 ase_lightColor = 0; 170 | #else //aselc 171 | float4 ase_lightColor = _LightColor0; 172 | #endif //aselc 173 | float4 temp_cast_4 = (0.5).xxxx; 174 | float4 clampResult155 = clamp( ase_lightColor , temp_cast_4 , float4( 1,1,1,0 ) ); 175 | float4 CustomLighting8 = ( _Tint * ( tex2D( _Ramp, ( (dotResult24*0.5 + 0.5) * smoothstepResult59 ).rg ) * tex2DNode1 ) * clampResult155 ); 176 | c.rgb = CustomLighting8.rgb; 177 | c.a = Alpha157; 178 | clip( clampResult143 - _Cutoff ); 179 | return c; 180 | } 181 | 182 | inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) 183 | { 184 | s.GIData = data; 185 | } 186 | 187 | void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) 188 | { 189 | o.SurfInput = i; 190 | float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; 191 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 192 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 193 | float4 MainTex62 = tex2DNode1; 194 | float4 lerpResult138 = lerp( tex2D( _Emission, uv_Emission ) , ( MainTex62 * _Shading ) , 0.5); 195 | o.Emission = lerpResult138.rgb; 196 | } 197 | 198 | ENDCG 199 | CGPROGRAM 200 | #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc 201 | 202 | ENDCG 203 | Pass 204 | { 205 | Name "ShadowCaster" 206 | Tags{ "LightMode" = "ShadowCaster" } 207 | ZWrite On 208 | CGPROGRAM 209 | #pragma vertex vert 210 | #pragma fragment frag 211 | #pragma target 3.0 212 | #pragma multi_compile_shadowcaster 213 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 214 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 215 | #include "HLSLSupport.cginc" 216 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 217 | #define CAN_SKIP_VPOS 218 | #endif 219 | #include "UnityCG.cginc" 220 | #include "Lighting.cginc" 221 | #include "UnityPBSLighting.cginc" 222 | sampler3D _DitherMaskLOD; 223 | struct v2f 224 | { 225 | V2F_SHADOW_CASTER; 226 | float2 customPack1 : TEXCOORD1; 227 | float3 worldPos : TEXCOORD2; 228 | float3 worldNormal : TEXCOORD3; 229 | UNITY_VERTEX_INPUT_INSTANCE_ID 230 | }; 231 | v2f vert( appdata_full v ) 232 | { 233 | v2f o; 234 | UNITY_SETUP_INSTANCE_ID( v ); 235 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 236 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 237 | Input customInputData; 238 | vertexDataFunc( v, customInputData ); 239 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 240 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 241 | o.worldNormal = worldNormal; 242 | o.customPack1.xy = customInputData.uv_texcoord; 243 | o.customPack1.xy = v.texcoord; 244 | o.worldPos = worldPos; 245 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 246 | return o; 247 | } 248 | half4 frag( v2f IN 249 | #if !defined( CAN_SKIP_VPOS ) 250 | , UNITY_VPOS_TYPE vpos : VPOS 251 | #endif 252 | ) : SV_Target 253 | { 254 | UNITY_SETUP_INSTANCE_ID( IN ); 255 | Input surfIN; 256 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 257 | surfIN.uv_texcoord = IN.customPack1.xy; 258 | float3 worldPos = IN.worldPos; 259 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 260 | surfIN.viewDir = worldViewDir; 261 | surfIN.worldPos = worldPos; 262 | surfIN.worldNormal = IN.worldNormal; 263 | SurfaceOutputCustomLightingCustom o; 264 | UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) 265 | surf( surfIN, o ); 266 | UnityGI gi; 267 | UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); 268 | o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; 269 | #if defined( CAN_SKIP_VPOS ) 270 | float2 vpos = IN.pos; 271 | #endif 272 | half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; 273 | clip( alphaRef - 0.01 ); 274 | SHADOW_CASTER_FRAGMENT( IN ) 275 | } 276 | ENDCG 277 | } 278 | } 279 | Fallback "Diffuse" 280 | CustomEditor "ASEMaterialInspector" 281 | } 282 | /*ASEBEGIN 283 | Version=15800 284 | 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[Toggle]_FakeLighting("Fake Lighting", Float) = 1 15 | _FakeLightDirection("Fake Light Direction", Vector) = (0,0.37,0.31,0) 16 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 17 | [HideInInspector] __dirty( "", Int ) = 1 18 | } 19 | 20 | SubShader 21 | { 22 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" } 23 | Cull Off 24 | Blend SrcAlpha OneMinusSrcAlpha 25 | 26 | CGINCLUDE 27 | #include "UnityPBSLighting.cginc" 28 | #include "UnityCG.cginc" 29 | #include "UnityStandardUtils.cginc" 30 | #include "UnityShaderVariables.cginc" 31 | #include "Lighting.cginc" 32 | #pragma target 3.0 33 | struct Input 34 | { 35 | float2 uv_texcoord; 36 | float3 worldPos; 37 | float3 worldNormal; 38 | float3 viewDir; 39 | }; 40 | 41 | struct SurfaceOutputCustomLightingCustom 42 | { 43 | half3 Albedo; 44 | half3 Normal; 45 | half3 Emission; 46 | half Metallic; 47 | half Smoothness; 48 | half Occlusion; 49 | half Alpha; 50 | Input SurfInput; 51 | UnityGIInput GIData; 52 | }; 53 | 54 | uniform sampler2D _Emission; 55 | uniform float4 _Emission_ST; 56 | uniform sampler2D _MainTex; 57 | uniform float4 _MainTex_ST; 58 | uniform float _Shading; 59 | uniform float4 _Tint; 60 | uniform sampler2D _Ramp; 61 | uniform float _FakeLighting; 62 | uniform float3 _FakeLightDirection; 63 | uniform sampler2D _NormalMap; 64 | uniform float4 _NormalMap_ST; 65 | uniform float _Cutoff = 0.5; 66 | 67 | 68 | float3x3 CotangentFrame( float3 normal , float3 position , float2 uv ) 69 | { 70 | float3 dp1 = ddx ( position ); 71 | float3 dp2 = ddy ( position ); 72 | float2 duv1 = ddx ( uv ); 73 | float2 duv2 = ddy ( uv ); 74 | float3 dp2perp = cross ( dp2, normal ); 75 | float3 dp1perp = cross ( normal, dp1 ); 76 | float3 tangent = dp2perp * duv1.x + dp1perp * duv2.x; 77 | float3 bitangent = dp2perp * duv1.y + dp1perp * duv2.y; 78 | float invmax = rsqrt ( max ( dot ( tangent, tangent ), dot ( bitangent, bitangent ) ) ); 79 | tangent *= invmax; 80 | bitangent *= invmax; 81 | return float3x3 ( tangent.x, bitangent.x, normal.x, 82 | tangent.y, bitangent.y, normal.y, 83 | tangent.z, bitangent.z, normal.z ); 84 | } 85 | 86 | 87 | inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) 88 | { 89 | UnityGIInput data = s.GIData; 90 | Input i = s.SurfInput; 91 | half4 c = 0; 92 | #ifdef UNITY_PASS_FORWARDBASE 93 | float ase_lightAtten = data.atten; 94 | if( _LightColor0.a == 0) 95 | ase_lightAtten = 0; 96 | #else 97 | float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); 98 | float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); 99 | #endif 100 | #if defined(HANDLE_SHADOWS_BLENDING_IN_GI) 101 | half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); 102 | float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); 103 | float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); 104 | ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); 105 | #endif 106 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 107 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 108 | float Alpha157 = tex2DNode1.a; 109 | float4 MainTex62 = tex2DNode1; 110 | float TintAlpha147 = _Tint.a; 111 | float clampResult143 = clamp( ( (MainTex62).a * TintAlpha147 ) , 0.0 , 1.0 ); 112 | float3 ase_worldPos = i.worldPos; 113 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld 114 | float3 ase_worldlightDir = 0; 115 | #else //aseld 116 | float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); 117 | #endif //aseld 118 | float3 LightDir98 = (( 1.0 == lerp(0.0,1.0,_FakeLighting) ) ? _FakeLightDirection : ase_worldlightDir ); 119 | float3 ase_worldNormal = i.worldNormal; 120 | float3 ase_normWorldNormal = normalize( ase_worldNormal ); 121 | float3 normal3_g7 = ase_normWorldNormal; 122 | float3 position3_g7 = i.viewDir; 123 | float2 uv3_g7 = i.uv_texcoord; 124 | float3x3 localCotangentFrame3_g7 = CotangentFrame( normal3_g7 , position3_g7 , uv3_g7 ); 125 | float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; 126 | float3 temp_output_6_0_g1 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); 127 | float3 temp_output_24_0_g1 = mul( localCotangentFrame3_g7, temp_output_6_0_g1 ); 128 | float3 temp_output_133_0 = BlendNormals( temp_output_24_0_g1 , ase_worldNormal ); 129 | float dotResult24 = dot( LightDir98 , temp_output_133_0 ); 130 | float4 temp_cast_1 = (0.0).xxxx; 131 | float4 temp_cast_2 = (0.5).xxxx; 132 | float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); 133 | float3 toLight109 = ( LightDir98 - ase_vertex3Pos ); 134 | float d114 = length( toLight109 ); 135 | float clampResult116 = clamp( d114 , 0.0 , 1.0 ); 136 | float fakeAtten115 = pow( clampResult116 , 10.0 ); 137 | float LightAtten100 = (( lerp(0.0,1.0,_FakeLighting) == 1.0 ) ? fakeAtten115 : ase_lightAtten ); 138 | float4 smoothstepResult59 = smoothstep( temp_cast_1 , temp_cast_2 , ( LightAtten100 + float4(0.5,0.5,0.5,0) )); 139 | #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc 140 | float4 ase_lightColor = 0; 141 | #else //aselc 142 | float4 ase_lightColor = _LightColor0; 143 | #endif //aselc 144 | float4 temp_cast_4 = (0.5).xxxx; 145 | float4 clampResult155 = clamp( ase_lightColor , temp_cast_4 , float4( 1,1,1,0 ) ); 146 | float4 CustomLighting8 = ( _Tint * ( tex2D( _Ramp, ( (dotResult24*0.5 + 0.5) * smoothstepResult59 ).rg ) * tex2DNode1 ) * clampResult155 ); 147 | c.rgb = CustomLighting8.rgb; 148 | c.a = Alpha157; 149 | clip( clampResult143 - _Cutoff ); 150 | return c; 151 | } 152 | 153 | inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) 154 | { 155 | s.GIData = data; 156 | } 157 | 158 | void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) 159 | { 160 | o.SurfInput = i; 161 | float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; 162 | float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; 163 | float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex ); 164 | float4 MainTex62 = tex2DNode1; 165 | float4 lerpResult138 = lerp( tex2D( _Emission, uv_Emission ) , ( MainTex62 * _Shading ) , 0.5); 166 | o.Emission = lerpResult138.rgb; 167 | } 168 | 169 | ENDCG 170 | CGPROGRAM 171 | #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows 172 | 173 | ENDCG 174 | Pass 175 | { 176 | Name "ShadowCaster" 177 | Tags{ "LightMode" = "ShadowCaster" } 178 | ZWrite On 179 | CGPROGRAM 180 | #pragma vertex vert 181 | #pragma fragment frag 182 | #pragma target 3.0 183 | #pragma multi_compile_shadowcaster 184 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 185 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 186 | #include "HLSLSupport.cginc" 187 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 188 | #define CAN_SKIP_VPOS 189 | #endif 190 | #include "UnityCG.cginc" 191 | #include "Lighting.cginc" 192 | #include "UnityPBSLighting.cginc" 193 | sampler3D _DitherMaskLOD; 194 | struct v2f 195 | { 196 | V2F_SHADOW_CASTER; 197 | float2 customPack1 : TEXCOORD1; 198 | float3 worldPos : TEXCOORD2; 199 | float3 worldNormal : TEXCOORD3; 200 | UNITY_VERTEX_INPUT_INSTANCE_ID 201 | }; 202 | v2f vert( appdata_full v ) 203 | { 204 | v2f o; 205 | UNITY_SETUP_INSTANCE_ID( v ); 206 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 207 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 208 | Input customInputData; 209 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 210 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 211 | o.worldNormal = worldNormal; 212 | o.customPack1.xy = customInputData.uv_texcoord; 213 | o.customPack1.xy = v.texcoord; 214 | o.worldPos = worldPos; 215 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 216 | return o; 217 | } 218 | half4 frag( v2f IN 219 | #if !defined( CAN_SKIP_VPOS ) 220 | , UNITY_VPOS_TYPE vpos : VPOS 221 | #endif 222 | ) : SV_Target 223 | { 224 | UNITY_SETUP_INSTANCE_ID( IN ); 225 | Input surfIN; 226 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 227 | surfIN.uv_texcoord = IN.customPack1.xy; 228 | float3 worldPos = IN.worldPos; 229 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 230 | surfIN.viewDir = worldViewDir; 231 | surfIN.worldPos = worldPos; 232 | surfIN.worldNormal = IN.worldNormal; 233 | SurfaceOutputCustomLightingCustom o; 234 | UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) 235 | surf( surfIN, o ); 236 | UnityGI gi; 237 | UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); 238 | o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; 239 | #if defined( CAN_SKIP_VPOS ) 240 | float2 vpos = IN.pos; 241 | #endif 242 | half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, 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