// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hero/Cel Shader_createrole" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Main Texture", 2D) = "white" {} _MaskTex("Mask (RGB)", 2D) = "white" {} _Strength("Strength", Range(0, 2)) = 2 _Muti_Color("Muti Color", Color) = (1,1,1,1) _Add_Color("Add Color", Color) = (0,0,0,1) _Rim_Color("Rim Color", Color) = (1,1,1,1) _Rim_Strength("Rim Strength", Range(0, 1)) = 0 _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0, 0.1)) = .01 _OutlineStrength("OutlineStrength", Range (0, 1)) = .75 _ClrStrength("ClrStrength", Range(0, 1.7)) = 1.7 _StatueDegree("StatueDegree", Range(0, 1)) = 0 } SubShader { Tags { "RenderType" = "Opaque" } // note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags{ "LightMode" = "Always" } Cull Front ZWrite On /*ColorMask RGB*/ Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform fixed4 _OutlineColor; uniform half _Outline; half _OutlineStrength; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _MaskTex; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float4 texCoord : TEXCOORD0; }; struct v2f { float4 pos : POSITION; float4 tex : TEXCOORD0; }; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); float4 tex = tex2Dlod(_MaskTex, float4(v.texCoord.xy, 0, 0)); o.pos.xy += offset * _Outline * 0.5 * tex.g; o.tex.xy = TRANSFORM_TEX(v.texCoord, _MainTex); return o; } fixed4 frag(v2f i) :COLOR { fixed4 cDark = tex2D(_MainTex, i.tex.xy); cDark = cDark * _OutlineStrength;// *cDark * cDark; cDark.a = 1; // weapon had alpha? cDark.rgb = cDark.rgb + _OutlineColor.rgb; return cDark; } ENDCG } // outline Pass Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" #include "AutoLight.cginc" uniform fixed3 _LightColor0; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed _Strength; half _ClrStrength; fixed4 _Rim_Color; fixed4 _Muti_Color; fixed4 _Add_Color; fixed _Rim_Strength; fixed _StatueDegree; struct V2f { fixed4 pos : SV_POSITION; fixed2 uv0 : TEXCOORD0; fixed4 posWorld : TEXCOORD1; fixed3 normalDir : TEXCOORD2; fixed3 fres : TEXCOORD3; fixed3 col : COLOR; UNITY_FOG_COORDS(4) }; V2f vert(appdata_full v) { V2f o; o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.normalDir = worldNormal; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(o,o.pos); fixed3 lightDirection = _WorldSpaceLightPos0.xyz; fixed3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - o.posWorld.xyz); float sqrRim = sqrt (_Rim_Strength); float rsqrRim = (1- sqrt(sqrRim)); float ff = saturate(1 - max(0, dot(o.normalDir, viewDirection))); o.fres = pow(ff, rsqrRim *20)* _Rim_Color.rgb; o.col = lerp(max(0,dot(lightDirection, o.normalDir))*_LightColor0,UNITY_LIGHTMODEL_AMBIENT.rgb,0.2 ); return o; } fixed4 frag(V2f i) : SV_Target{ fixed4 diff = tex2D(_MainTex, i.uv0) * _Color * _ClrStrength; fixed4 col = fixed4((diff.rgb * _Muti_Color + diff.rgb * i.col + _Add_Color.rgb + i.fres),1); fixed3 lpCol = col.rgb; col.rgb = lpCol * _Strength; fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114)); col.rgb = lerp(col.rgb, fixed3(grey, grey, grey), _StatueDegree); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } //normal pass } FallBack "Diffuse" }