Ajout CellShader
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Assets/shaders.meta
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Assets/shaders.meta
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guid: b7086103ad8ed184bbd2bf659314d70f
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folderAsset: yes
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DefaultImporter:
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Assets/shaders/CellShader.shader
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Assets/shaders/CellShader.shader
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// Credit for all code goes to Arthur B. (Pvloon)
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// Released to the Unify Community Wiki as part of a contest, for free or commercial use;
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// HOWEVER, THIS NOTICE MUST BE RETAINED IF ANY OF THE FOLLOWING CODE IS USED.
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// Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'
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Shader "CellShader" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Color 1 (RGB)", 2D) = "white" {}
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_MainTex2 ("Color 2 (RGB)", 2D) = "white" {}
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_MainTex3 ("Color 3 (RGB)", 2D) = "white" {}
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_MainTex4 ("Color 4 (RGB)", 2D) = "white" {}
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_Mask ("Mixing Mask (RGBA)", 2D) = "gray" {}
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_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
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_Base ("Base Color (RGB)", 2D) = "white" {}
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_LightCutoff("Light Cutoff", Range(0, 0.5)) = 0.05
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}
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Category {
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Lighting On
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Cull Back
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Fog { Color [_AddFog] }
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Subshader
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{
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CGPROGRAM
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#pragma surface surf ToonRamp
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sampler2D _Ramp;
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float _LightCutoff;
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inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
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{
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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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half d = dot (s.Normal, lightDir)*0.5 + 0.5;
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half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
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half4 c;
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if (atten > (1.0 - _LightCutoff))
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atten = 1.0;
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else if (atten < _LightCutoff)
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atten = 0;
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c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
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c.a = 0;
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return c;
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}
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sampler2D _MainTex;
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sampler2D _MainTex2;
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sampler2D _MainTex3;
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sampler2D _MainTex4;
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sampler2D _Mask;
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float4 _Color;
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struct Input {
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float4 pos : SV_POSITION;
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float2 uv_MainTex;
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float2 uv_MainTex2;
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float2 uv_MainTex3;
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float2 uv_MainTex4;
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float2 uv_Mask;
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float2 uv_Base;
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float4 diffuse : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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// get the first three layer colors
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half4 color1 = tex2D( _MainTex, IN.uv_MainTex);
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half4 color2 = tex2D( _MainTex2, IN.uv_MainTex2);
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half4 color3 = tex2D( _MainTex3, IN.uv_MainTex3);
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half4 color4 = tex2D( _MainTex4, IN.uv_MainTex4);
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// get the mixing mask texture
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half4 mask = tex2D( _Mask, IN.uv_Mask.xy);
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// mix the three layers
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half4 color = color1 * mask.r + color2 * mask.g + color3 * mask.b + color4 * mask.a;
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o.Albedo = color.rgb;
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o.Alpha = color.a;
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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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// Radeon 7000 / 9000
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SubShader {
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Pass {
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Material {
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Diffuse [_Color]
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Ambient [_Color]
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}
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Lighting On
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SetTexture [_Base] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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}
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}
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Assets/shaders/CellShader.shader.meta
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5
Assets/shaders/CellShader.shader.meta
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fileFormatVersion: 2
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guid: e06fbfc02a7365d4fbe662a4beaa14c3
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ShaderImporter:
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defaultTextures: []
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userData:
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