151 lines
4.1 KiB
Plaintext
151 lines
4.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hero/TouShi" {
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Main Texture", 2D) = "white" {}
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_MaskTex("Mask (RGB)", 2D) = "white" {}
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_Strength("Strength", Range(0, 2)) = 2
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_Muti_Color("Muti Color", Color) = (1,1,1,1)
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_Add_Color("Add Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0, 0.1)) = .01
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_OutlineStrength("OutlineStrength", Range (0, 1)) = .75
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_ClrStrength("ClrStrength", Range(0, 1.7)) = 1.7
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_StatueDegree("StatueDegree", Range(0, 1)) = 0
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}
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SubShader
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{
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Tags {
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"RenderType" = "Opaque"
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}
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LOD 100
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// note that a vertex shader is specified here but its using the one above
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Pass
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{
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Name "OUTLINE"
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Tags{ "LightMode" = "Always" }
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Cull Front
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ZWrite On
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/*ColorMask RGB*/
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform fixed4 _OutlineColor;
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uniform half _Outline;
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half _OutlineStrength;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _MaskTex;
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 texCoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 tex : TEXCOORD0;
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};
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(norm.xy);
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o.pos.xy += offset * _Outline * 0.5;
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o.tex.xy = TRANSFORM_TEX(v.texCoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) :COLOR
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{
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fixed4 cDark = tex2D(_MainTex, i.tex.xy);
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cDark = cDark * _OutlineStrength;// *cDark * cDark;
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cDark.a = 1; // weapon had alpha?
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cDark.rgb = cDark.rgb + _OutlineColor.rgb;
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return cDark;
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}
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ENDCG
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} // outline Pass
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Pass
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{
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Name "FORWARD"
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Tags {
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"LightMode" = "ForwardBase"
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}
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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uniform fixed3 _LightColor0;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed _Strength;
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half _ClrStrength;
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fixed4 _Muti_Color;
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fixed4 _Add_Color;
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fixed _StatueDegree;
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struct V2f {
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fixed4 pos : SV_POSITION;
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fixed2 uv0 : TEXCOORD0;
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fixed4 posWorld : TEXCOORD1;
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fixed3 normalDir : TEXCOORD2;
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fixed3 col : COLOR;
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UNITY_FOG_COORDS(4)
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};
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V2f vert(appdata_full v) {
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V2f o;
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o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.normalDir = worldNormal;
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.pos);
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fixed3 lightDirection = _WorldSpaceLightPos0.xyz;
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fixed3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - o.posWorld.xyz);
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float ff = saturate(1 - max(0, dot(o.normalDir, viewDirection)));
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o.col = lerp(max(0,dot(lightDirection, o.normalDir))*_LightColor0,UNITY_LIGHTMODEL_AMBIENT.rgb,0.2 );
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return o;
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}
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fixed4 frag(V2f i) : SV_Target{
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fixed4 diff = tex2D(_MainTex, i.uv0) * _Color * _ClrStrength;
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fixed4 col = fixed4((diff.rgb * _Muti_Color + diff.rgb * i.col + _Add_Color.rgb),1);
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fixed3 lpCol = diff.rgb;
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col.rgb = lpCol * _Strength;
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fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
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col.rgb = lerp(col.rgb, fixed3(grey, grey, grey), _StatueDegree);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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} //normal pass
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}
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//FallBack "Diffuse"
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}
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