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