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