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Adding JinToon Shader Function
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DMeville committed May 30, 2019
1 parent 33504ca commit 9a90389
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8 changes: 8 additions & 0 deletions Assets/ASECommunityExtras/ShaderFunctions/JinToon.meta

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49 changes: 49 additions & 0 deletions Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.asset
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48 changes: 48 additions & 0 deletions Assets/ASECommunityExtras/ShaderFunctions/JinToon/JinToon.mat
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239 changes: 239 additions & 0 deletions 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
}

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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//CHKSM=1FBA5B1F3D218633E92A4D0BB40260C6A2285115

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