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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.asset
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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.asset.meta
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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.mat
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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.mat.meta
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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.shader
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// Made with Amplify Shader Editor | ||
// Available at the Unity Asset Store - http://u3d.as/y3X | ||
Shader "ASECE/JinToon" | ||
{ | ||
Properties | ||
{ | ||
_Tex("Tex", 2D) = "white" {} | ||
_Ramp("Ramp", 2D) = "white" {} | ||
_ToonIntensity("Toon Intensity", Float) = 0.13 | ||
_OutlineWidth("Outline Width", Float) = 0.02 | ||
_EmissionIntensity("Emission Intensity", Float) = 0.5 | ||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
[HideInInspector] __dirty( "", Int ) = 1 | ||
} | ||
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||
SubShader | ||
{ | ||
Tags{ } | ||
Cull Front | ||
CGPROGRAM | ||
#pragma target 3.0 | ||
#pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc | ||
void outlineVertexDataFunc( inout appdata_full v, out Input o ) | ||
{ | ||
UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
float outlineVar = _OutlineWidth; | ||
v.vertex.xyz += ( v.normal * outlineVar ); | ||
} | ||
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); } | ||
void outlineSurf( Input i, inout SurfaceOutput o ) | ||
{ | ||
o.Emission = float4( 0,0,0,0 ).rgb; | ||
} | ||
ENDCG | ||
|
||
|
||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } | ||
Cull Back | ||
CGINCLUDE | ||
#include "UnityPBSLighting.cginc" | ||
#include "UnityShaderVariables.cginc" | ||
#include "UnityCG.cginc" | ||
#include "Lighting.cginc" | ||
#pragma target 3.0 | ||
struct Input | ||
{ | ||
float2 uv_texcoord; | ||
float3 worldPos; | ||
float3 worldNormal; | ||
}; | ||
|
||
struct SurfaceOutputCustomLightingCustom | ||
{ | ||
half3 Albedo; | ||
half3 Normal; | ||
half3 Emission; | ||
half Metallic; | ||
half Smoothness; | ||
half Occlusion; | ||
half Alpha; | ||
Input SurfInput; | ||
UnityGIInput GIData; | ||
}; | ||
|
||
uniform sampler2D _Tex; | ||
uniform float4 _Tex_ST; | ||
uniform float _EmissionIntensity; | ||
uniform float _ToonIntensity; | ||
uniform sampler2D _Ramp; | ||
uniform float _OutlineWidth; | ||
|
||
void vertexDataFunc( inout appdata_full v, out Input o ) | ||
{ | ||
UNITY_INITIALIZE_OUTPUT( Input, o ); | ||
v.vertex.xyz += 0; | ||
} | ||
|
||
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) | ||
{ | ||
UnityGIInput data = s.GIData; | ||
Input i = s.SurfInput; | ||
half4 c = 0; | ||
#ifdef UNITY_PASS_FORWARDBASE | ||
float ase_lightAtten = data.atten; | ||
if( _LightColor0.a == 0) | ||
ase_lightAtten = 0; | ||
#else | ||
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); | ||
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); | ||
#endif | ||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) | ||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos); | ||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz); | ||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); | ||
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); | ||
#endif | ||
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc | ||
float4 ase_lightColor = 0; | ||
#else //aselc | ||
float4 ase_lightColor = _LightColor0; | ||
#endif //aselc | ||
float2 uv_Tex = i.uv_texcoord * _Tex_ST.xy + _Tex_ST.zw; | ||
float4 tex2DNode10_g1 = tex2D( _Tex, uv_Tex ); | ||
float4 temp_cast_1 = (_ToonIntensity).xxxx; | ||
float3 ase_worldPos = i.worldPos; | ||
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld | ||
float3 ase_worldlightDir = 0; | ||
#else //aseld | ||
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | ||
#endif //aseld | ||
float3 ase_worldNormal = i.worldNormal; | ||
float3 ase_normWorldNormal = normalize( ase_worldNormal ); | ||
float dotResult3_g1 = dot( ase_worldlightDir , ase_normWorldNormal ); | ||
float4 color4_g1 = IsGammaSpace() ? float4(0.8823529,0.8823529,0.8823529,0) : float4(0.7529422,0.7529422,0.7529422,0); | ||
float4 blendOpSrc11_g1 = temp_cast_1; | ||
float4 blendOpDest11_g1 = tex2D( _Ramp, saturate( (( dotResult3_g1 * ase_lightAtten * color4_g1 )*0.45 + 0.45) ).rg ); | ||
c.rgb = ( ( 0.5 * ase_lightColor ) * ( tex2DNode10_g1 * ( saturate( ( 1.0 - ( ( 1.0 - blendOpDest11_g1) / blendOpSrc11_g1) ) )) ) ).rgb; | ||
c.a = 1; | ||
return c; | ||
} | ||
|
||
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) | ||
{ | ||
s.GIData = data; | ||
} | ||
|
||
void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) | ||
{ | ||
o.SurfInput = i; | ||
float2 uv_Tex = i.uv_texcoord * _Tex_ST.xy + _Tex_ST.zw; | ||
float4 tex2DNode10_g1 = tex2D( _Tex, uv_Tex ); | ||
o.Emission = ( tex2DNode10_g1 * _EmissionIntensity ).rgb; | ||
} | ||
|
||
ENDCG | ||
CGPROGRAM | ||
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc | ||
|
||
ENDCG | ||
Pass | ||
{ | ||
Name "ShadowCaster" | ||
Tags{ "LightMode" = "ShadowCaster" } | ||
ZWrite On | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma target 3.0 | ||
#pragma multi_compile_shadowcaster | ||
#pragma multi_compile UNITY_PASS_SHADOWCASTER | ||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 | ||
#include "HLSLSupport.cginc" | ||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) | ||
#define CAN_SKIP_VPOS | ||
#endif | ||
#include "UnityCG.cginc" | ||
#include "Lighting.cginc" | ||
#include "UnityPBSLighting.cginc" | ||
struct v2f | ||
{ | ||
V2F_SHADOW_CASTER; | ||
float2 customPack1 : TEXCOORD1; | ||
float3 worldPos : TEXCOORD2; | ||
float3 worldNormal : TEXCOORD3; | ||
UNITY_VERTEX_INPUT_INSTANCE_ID | ||
}; | ||
v2f vert( appdata_full v ) | ||
{ | ||
v2f o; | ||
UNITY_SETUP_INSTANCE_ID( v ); | ||
UNITY_INITIALIZE_OUTPUT( v2f, o ); | ||
UNITY_TRANSFER_INSTANCE_ID( v, o ); | ||
Input customInputData; | ||
vertexDataFunc( v, customInputData ); | ||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | ||
half3 worldNormal = UnityObjectToWorldNormal( v.normal ); | ||
o.worldNormal = worldNormal; | ||
o.customPack1.xy = customInputData.uv_texcoord; | ||
o.customPack1.xy = v.texcoord; | ||
o.worldPos = worldPos; | ||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) | ||
return o; | ||
} | ||
half4 frag( v2f IN | ||
#if !defined( CAN_SKIP_VPOS ) | ||
, UNITY_VPOS_TYPE vpos : VPOS | ||
#endif | ||
) : SV_Target | ||
{ | ||
UNITY_SETUP_INSTANCE_ID( IN ); | ||
Input surfIN; | ||
UNITY_INITIALIZE_OUTPUT( Input, surfIN ); | ||
surfIN.uv_texcoord = IN.customPack1.xy; | ||
float3 worldPos = IN.worldPos; | ||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | ||
surfIN.worldPos = worldPos; | ||
surfIN.worldNormal = IN.worldNormal; | ||
SurfaceOutputCustomLightingCustom o; | ||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) | ||
surf( surfIN, o ); | ||
#if defined( CAN_SKIP_VPOS ) | ||
float2 vpos = IN.pos; | ||
#endif | ||
SHADOW_CASTER_FRAGMENT( IN ) | ||
} | ||
ENDCG | ||
} | ||
} | ||
Fallback "Diffuse" | ||
CustomEditor "ASEMaterialInspector" | ||
} | ||
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ASEEND*/ | ||
//CHKSM=1FBA5B1F3D218633E92A4D0BB40260C6A2285115 |
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Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.shader.meta
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