├── .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:
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1 |
2 | *.meta
3 |
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/LICENSE:
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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 |
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/README.md:
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1 | [](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 |
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1 | // Made with Amplify Shader Editor
2 | // Available at the Unity Asset Store - http://u3d.as/y3X
3 | Shader "SynLogic/Panning/Overlay and Outline"
4 | {
5 | Properties
6 | {
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 | /*ASEBEGIN
280 | Version=16301
281 | 670;626;1517;767;2180.384;1017.873;2.343888;True;False
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347 | WireConnection;70;0;71;0
348 | WireConnection;70;1;72;0
349 | WireConnection;73;0;70;0
350 | WireConnection;49;0;48;0
351 | WireConnection;49;2;54;0
352 | WireConnection;49;1;55;0
353 | WireConnection;69;0;17;0
354 | WireConnection;20;1;49;0
355 | WireConnection;78;0;81;0
356 | WireConnection;78;1;79;0
357 | WireConnection;78;2;82;0
358 | WireConnection;78;3;20;0
359 | WireConnection;74;0;77;0
360 | WireConnection;74;1;75;0
361 | WireConnection;74;2;75;0
362 | WireConnection;74;3;22;0
363 | WireConnection;36;0;1;4
364 | WireConnection;26;0;78;0
365 | WireConnection;19;0;26;0
366 | WireConnection;19;2;20;4
367 | WireConnection;19;1;74;0
368 | WireConnection;8;0;9;0
369 | WireConnection;8;1;17;0
370 | WireConnection;0;2;8;0
371 | WireConnection;0;10;34;0
372 | WireConnection;0;13;69;0
373 | WireConnection;0;11;19;0
374 | ASEEND*/
375 | //CHKSM=E8DFEABB1EF3B6CDBE7ED856D0F8A8E3DD70EE82
--------------------------------------------------------------------------------
/Syns-Unity-Shaders/Shaders/Panning Overlay.shader:
--------------------------------------------------------------------------------
1 | // Made with Amplify Shader Editor
2 | // Available at the Unity Asset Store - http://u3d.as/y3X
3 | Shader "SynLogic/Panning/Overlay"
4 | {
5 | Properties
6 | {
7 | [Toggle]_Unlit("Unlit", Float) = 0
8 | _Tint("Tint", Color) = (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 | Node;AmplifyShaderEditor.LightAttenuation;12;-1195.508,-643.8668;Float;False;0;1;FLOAT;0
236 | Node;AmplifyShaderEditor.Vector2Node;53;-1282.154,233.2756;Float;False;Property;_OverlaySpeed;Overlay Speed;7;0;Create;True;0;0;False;0;0,0;-0.5,-0.5;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
237 | Node;AmplifyShaderEditor.SamplerNode;100;-1074.997,488.7548;Float;True;Property;_OverlayMask;Overlay Mask;8;0;Create;True;0;0;False;0;None;833d1b711357df04aa23240c8ccf87f0;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
238 | Node;AmplifyShaderEditor.RangedFloatNode;88;-1059.945,408.6523;Float;False;Property;_OverlayAmount;Overlay Amount;6;0;Create;True;0;0;False;0;0.5;0.438;0;2;0;1;FLOAT;0
239 | Node;AmplifyShaderEditor.TextureCoordinatesNode;47;-1334.288,110.6639;Float;False;0;61;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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241 | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;112;-943.1,-444.8203;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
242 | Node;AmplifyShaderEditor.IndirectDiffuseLighting;114;-1022.297,-336.9819;Float;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
243 | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;110;-671.7483,413.4777;Float;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
244 | Node;AmplifyShaderEditor.SamplerNode;1;-772.0818,-36.21571;Float;True;Property;_MainTex;MainTex;2;0;Create;True;0;0;False;0;None;540adee7368365e4b9d552a63c77ceac;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
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246 | Node;AmplifyShaderEditor.PannerNode;45;-1049.084,187.0141;Float;True;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
247 | Node;AmplifyShaderEditor.TFHCCompareGreater;117;-702.2312,-639.4091;Float;False;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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249 | Node;AmplifyShaderEditor.SamplerNode;61;-770.7798,158.9894;Float;True;Property;_OverlayTexture;Overlay Texture;5;0;Create;True;0;0;False;0;None;c28f6ec75c833ac42b51607545b227ab;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
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251 | Node;AmplifyShaderEditor.ClampOpNode;103;-361.6279,-233.1599;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0.1843137,0.1843137,0.1843137;False;2;FLOAT3;1,1,1;False;1;FLOAT3;0
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254 | Node;AmplifyShaderEditor.RegisterLocalVarNode;36;-392.2435,46.32283;Float;False;Mask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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258 | Node;AmplifyShaderEditor.TextureTransformNode;107;-1587.522,131.6725;Float;False;61;1;0;SAMPLER2D;sampler0107;False;2;FLOAT2;0;FLOAT2;1
259 | Node;AmplifyShaderEditor.GetLocalVarNode;34;500.0211,-28.48227;Float;False;36;Mask;1;0;OBJECT;0;False;1;FLOAT;0
260 | Node;AmplifyShaderEditor.RegisterLocalVarNode;69;455.6817,46.17504;Float;False;CustomLighting;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
261 | Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;951.8345,-256.7975;Float;False;True;2;Float;ASEMaterialInspector;0;0;CustomLighting;SynLogic/Panning/Overlay;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Masked;0.5;True;True;0;False;TransparentCutout;;AlphaTest;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;0;0;False;-1;0;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;;3;-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
262 | WireConnection;47;0;107;0
263 | WireConnection;47;1;107;1
264 | WireConnection;112;0;12;0
265 | WireConnection;112;1;13;2
266 | WireConnection;110;0;88;0
267 | WireConnection;110;1;100;0
268 | WireConnection;45;0;47;0
269 | WireConnection;45;2;53;0
270 | WireConnection;45;1;52;0
271 | WireConnection;117;0;12;0
272 | WireConnection;117;1;118;0
273 | WireConnection;117;2;112;0
274 | WireConnection;117;3;114;0
275 | WireConnection;40;0;39;0
276 | WireConnection;40;1;1;0
277 | WireConnection;61;1;45;0
278 | WireConnection;111;0;110;0
279 | WireConnection;103;0;117;0
280 | WireConnection;95;0;40;0
281 | WireConnection;95;1;61;0
282 | WireConnection;95;2;111;0
283 | WireConnection;36;0;1;4
284 | WireConnection;113;0;9;0
285 | WireConnection;113;1;61;0
286 | WireConnection;113;2;111;0
287 | WireConnection;17;0;103;0
288 | WireConnection;17;1;95;0
289 | WireConnection;8;0;113;0
290 | WireConnection;8;1;95;0
291 | WireConnection;69;0;17;0
292 | WireConnection;0;2;8;0
293 | 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 | Node;AmplifyShaderEditor.CommentaryNode;26;-1033.979,-772.3663;Float;False;1522.993;403.8178;;11;6;4;5;8;7;13;12;14;15;16;17;Lerp Alpha;1,1,1,1;0;0
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210 | Node;AmplifyShaderEditor.SimpleTimeNode;4;-983.9788,-478.5486;Float;False;1;0;FLOAT;1;False;1;FLOAT;0
211 | Node;AmplifyShaderEditor.ScreenPosInputsNode;5;-779.5365,-720.1319;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
212 | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-723.6498,-526.7644;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
213 | Node;AmplifyShaderEditor.SimpleAddOpNode;7;-514.6335,-634.0657;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
214 | Node;AmplifyShaderEditor.RangedFloatNode;13;-509.0463,-722.3663;Float;False;Property;_Harshness;Harshness;5;0;Create;True;0;0;False;0;0.5;0.5;0;1;0;1;FLOAT;0
215 | Node;AmplifyShaderEditor.SinOpNode;12;-360.3885,-634.0668;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
216 | Node;AmplifyShaderEditor.SimpleDivideOpNode;14;-156.964,-697.7766;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
217 | Node;AmplifyShaderEditor.OneMinusNode;15;-183.7894,-602.77;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
218 | Node;AmplifyShaderEditor.BlendOpsNode;16;0.3067474,-691.7933;Float;False;LinearLight;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
219 | Node;AmplifyShaderEditor.ColorNode;28;-819.3704,-302.5283;Float;False;Property;_Tint;Tint;0;0;Create;True;0;0;False;0;0.8455882,0.8455882,0.8455882,0;0.7720588,0.7720588,0.7720588,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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222 | Node;AmplifyShaderEditor.GetLocalVarNode;18;-755.3514,256.5932;Float;False;17;alpha;0;1;FLOAT;0
223 | Node;AmplifyShaderEditor.RegisterLocalVarNode;17;246.0143,-684.0569;Float;False;alpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
224 | Node;AmplifyShaderEditor.LightAttenuation;25;-556.2458,274.861;Float;False;0;1;FLOAT;0
225 | Node;AmplifyShaderEditor.LightColorNode;21;-539.1459,345.4905;Float;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
226 | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;27;-485.2707,-143.9286;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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232 | Node;AmplifyShaderEditor.WireNode;29;-220.9585,164.7924;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
233 | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;24;-44.00446,258.1594;Float;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;1;COLOR;0
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235 | WireConnection;8;0;6;0
236 | WireConnection;8;1;4;0
237 | WireConnection;7;0;5;2
238 | WireConnection;7;1;8;0
239 | WireConnection;12;0;7;0
240 | WireConnection;14;0;13;0
241 | WireConnection;14;1;12;0
242 | WireConnection;15;0;12;0
243 | WireConnection;16;0;14;0
244 | WireConnection;16;1;15;0
245 | WireConnection;17;0;16;0
246 | WireConnection;27;0;28;0
247 | WireConnection;27;1;1;0
248 | WireConnection;22;2;25;0
249 | WireConnection;3;0;27;0
250 | WireConnection;3;1;2;0
251 | WireConnection;3;2;18;0
252 | WireConnection;23;2;21;1
253 | WireConnection;19;0;20;0
254 | WireConnection;19;1;3;0
255 | WireConnection;29;0;1;4
256 | WireConnection;24;0;3;0
257 | WireConnection;24;1;22;0
258 | WireConnection;24;2;23;0
259 | WireConnection;0;2;19;0
260 | WireConnection;0;10;29;0
261 | WireConnection;0;13;24;0
262 | ASEEND*/
263 | //CHKSM=8865C64B126AB0D823FB92439E6A17C4D0F783C8
--------------------------------------------------------------------------------
/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
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432 | ASEEND*/
433 | //CHKSM=DF713555CC65714017446A0413C1D6E9FF82C54D
--------------------------------------------------------------------------------
/Syns-Unity-Shaders/Shaders/Syns Toon.shader:
--------------------------------------------------------------------------------
1 | // Made with Amplify Shader Editor
2 | // Available at the Unity Asset Store - http://u3d.as/y3X
3 | Shader "SynLogic/Toon/Toon"
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 | _Ramp("Ramp", 2D) = "white" {}
12 | _Emission("Emission", 2D) = "black" {}
13 | _Shading("Shading", Range( 0 , 1)) = 0.5
14 | [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, o.Alpha * 0.9375 ) ).a;
243 | clip( alphaRef - 0.01 );
244 | SHADOW_CASTER_FRAGMENT( IN )
245 | }
246 | ENDCG
247 | }
248 | }
249 | Fallback "Diffuse"
250 | CustomEditor "ASEMaterialInspector"
251 | }
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