|
|
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-
- Shader "SuYou/MainRole"
- {
- Properties
- {
- _MainTex("Base 2D", 2D) = "white"{}
- _Mask("Mask Texture", 2D) = "white" {}
- _MatcapTex("Matcap Texture", 2D) = "white" {}
-
- _AmbientColor("AmbientColor", Color) = (0.69, 0.69,0.69,1)
- _SunColor("SunColor", Color) = (1, 1, 1,1)
- _DarkShadow("DarkShadow", Color) = (0.745, 0.619, 0.905,1)
- _BrightShadow("BrightShadow", Color) = (0.843, 0.843, 0.843,1)
- _RimColor("RimColor", Color) = (0.278, 0.443, 0.831, 1)
-
- _Shadownol1("Shadownol1", Range(0, 1)) = 1
- _Shadownol2("Shadownol2", Range(0, 1)) = 0.5
-
- _ShadowDir("ShadowDir", vector) = (0.5, 0, 0, 1)
- _RimDir("RimDir", vector) = (-0.977, -0.23, 0.212, 1)
-
- _MatcapScale1("MatcapScale1", float) = 1
- _MatcapScale2("MatcapScale2", float) = 1
- _Color("Color", Color) = (0.5,0.5,0.5,1)
- }
-
- SubShader
- {
- Tags{"RenderType" = "Opaque" }
- Cull Off
-
-
-
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // #pragma multi_compile __ _GAME_ON
- #include "UnityCG.cginc"
- uniform fixed4 _Color;
-
- struct appdataInput
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float3 normal:NORMAL;
- float4 tangent : TANGENT;
- };
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 dir_rimlight : TEXCOORD3;
- float3 dir_shadow : TEXCOORD4;
- };
-
- float4 _ShadowDir, _RimDir;
- v2f vert(appdataInput v)
- {
- v2f o;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
- o.uv = v.uv;
-
- o.normalDir = mul((float3x3)unity_ObjectToWorld, v.normal);
-
- o.dir_rimlight = normalize(_RimDir.xyz);
- o.dir_shadow = normalize(_ShadowDir.xyz);
-
- return o;
- }
-
- sampler2D _MainTex, _Mask, _MatcapTex;
- float4 _AmbientColor, _SunColor, _BrightShadow, _DarkShadow, _RimColor;
- float _Shadownol1, _Shadownol2, _MatcapScale1, _MatcapScale2;
-
- float4 frag(v2f i) : SV_Target
- {
- float3 mainColor = tex2D(_MainTex, i.uv).rgb;
-
- float3 diffuse_fac = _SunColor + _AmbientColor.xyz;
- float3 diffuse = mainColor * 0.5 * 1.2784 * diffuse_fac;
-
- float3 N = normalize(i.normalDir);
- float3 L = i.dir_shadow.xyz;
-
-
- float4 resultColor;
- // #ifdef _GAME_ON
- // float3 baseColor = diffuse.rgb;
- // resultColor.rgb = baseColor;
- // #else
- float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float NdotView = clamp(dot(N, V), 0, 1);
- float NdotshadowFactor = clamp(dot(L, N), 0, 1);
- float RimlightDotValue = clamp(dot(i.dir_rimlight, N), 0.0, 1.0);
- float Ndotshadow = smoothstep(_Shadownol1, _Shadownol2, NdotshadowFactor);
-
- float dif_illum = dot(diffuse, float3(0.299, 0.587, 0.114));
- float shadowshift = smoothstep(0.25, 0.74, dif_illum);
- float3 shadowColor = lerp(_DarkShadow.rgb, _BrightShadow.rgb, shadowshift);
- float3 baseColor = lerp(shadowColor * diffuse.rgb, diffuse.rgb, Ndotshadow);
-
- float rimdot = clamp(RimlightDotValue * (1.0 - NdotView), 0.0, 1.0);
- float rimffcal = smoothstep(0.35, 0.58, rimdot);
- float3 rim = rimffcal * diffuse * _RimColor.rgb;
-
- resultColor.rgb = baseColor + rim;
- // #endif
-
-
-
- float3 maskTemp = tex2D(_Mask, i.uv).rgb;
- float2 matcapuv = mul((float3x3)UNITY_MATRIX_V, N).xy;
- matcapuv.y = -matcapuv.y;
- matcapuv = matcapuv * 0.5 + 0.5;
- float3 matColor1 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5, matcapuv.y)).rgb;
- float3 matColor2 = tex2D(_MatcapTex, float2(matcapuv.x * 0.5 + 0.5, matcapuv.y)).rgb;
-
- float matColor = (matColor1 * maskTemp.x * _MatcapScale1 + matColor2 * maskTemp.y * _MatcapScale2);
-
-
- resultColor.rgb += (matColor * diffuse + maskTemp.z * diffuse);
- resultColor.a = 1;
- return resultColor * _Color;
- }
- ENDCG
- }
- }
- }
|