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@@ -0,0 +1,282 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Supercyan/Legacy/CelShader" +{ + Properties + { + [NoScaleOffset]_MainTex("MainTex", 2D) = "white" {} + _ColorMultiply("ColorMultiply", Color) = (1,1,1,1) + _ColorOverride("ColorOverride", Color) = (1,1,1,0) + [NoScaleOffset]Ramp("Ramp", 2D) = "white" {} + _RampIntensity("RampIntensity", Range( 0 , 1)) = 0.5 + _ShadowIntensity("ShadowIntensity", Range( 0 , 1)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" "IgnoreProjector" = "True" } + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 worldNormal; + INTERNAL_DATA + float3 worldPos; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform float4 _ColorMultiply; + uniform sampler2D _MainTex; + uniform float4 _ColorOverride; + uniform sampler2D Ramp; + uniform half _RampIntensity; + uniform half _ShadowIntensity; + + 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 + float2 uv_MainTex7 = i.uv_texcoord; + float4 tex2DNode7 = tex2D( _MainTex, uv_MainTex7 ); + float4 lerpResult16 = lerp( tex2DNode7 , ( _ColorMultiply * tex2DNode7 ) , _ColorMultiply.a); + float4 lerpResult20 = lerp( lerpResult16 , _ColorOverride , _ColorOverride.a); + float4 temp_cast_0 = (1.0).xxxx; + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + 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 + float dotResult3 = dot( ase_worldNormal , ase_worldlightDir ); + float2 temp_cast_1 = (saturate( (dotResult3*0.5 + 0.5) )).xx; + float4 lerpResult22 = lerp( temp_cast_0 , tex2D( Ramp, temp_cast_1 ) , _RampIntensity); + #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 + UnityGI gi29 = gi; + float3 diffNorm29 = ase_worldNormal; + gi29 = UnityGI_Base( data, 1, diffNorm29 ); + float3 indirectDiffuse29 = gi29.indirect.diffuse + diffNorm29 * 0.0001; + float lerpResult27 = lerp( 1.0 , ase_lightAtten , _ShadowIntensity); + c.rgb = ( lerpResult20 * lerpResult22 * ( ase_lightColor * float4( ( indirectDiffuse29 + lerpResult27 ) , 0.0 ) ) ).rgb; + c.a = ( _ColorMultiply.a * tex2DNode7.a ); + 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; + o.Normal = float3(0,0,1); + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows + + 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_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + 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; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + 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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputCustomLightingCustom o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) + surf( surfIN, o ); + UnityGI gi; + UNITY_INITIALIZE_OUTPUT( UnityGI, gi ); + o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a; + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; + clip( alphaRef - 0.01 ); + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=16900 +2116;65;1399;925;3801.386;1244.684;1.588318;True;False +Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;2;-3750.95,-283.5403;Float;False;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 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Sample/Shaders/Legacy/CelShader.shader.meta b/Assets/Supercyan Free Forest Sample/Shaders/Legacy/CelShader.shader.meta new file mode 100644 index 0000000..817df30 --- /dev/null +++ b/Assets/Supercyan Free Forest Sample/Shaders/Legacy/CelShader.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2237f7b28ca15624cb7804712f2802af +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 168396 + packageName: 'Environment Pack: Free Forest Sample' + packageVersion: 2.0.1 + assetPath: Assets/Supercyan Free Forest Sample/Shaders/Legacy/CelShader.shader + uploadId: 697266 diff --git a/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader new file mode 100644 index 0000000..b1cfd1f --- /dev/null +++ b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader @@ -0,0 +1,39 @@ +Shader "Supercyan/SupercyanShader" +{ + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo (RGB)", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType" = "Opaque" } + LOD 200 + + CGPROGRAM + #pragma surface surf SupercyanShadingForward fullforwardshadows + #pragma target 3.0 + + #include "SupercyanShaderLighting.cginc" + + sampler2D _MainTex; + + struct Input + { + float2 uv_MainTex; + }; + + UNITY_INSTANCING_BUFFER_START(Props) + UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) + UNITY_INSTANCING_BUFFER_END(Props) + + void surf(Input IN, inout SurfaceOutput o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader.meta b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader.meta new file mode 100644 index 0000000..5e15104 --- /dev/null +++ b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d56c3230b6db1c6499606e09fe9f60d4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 168396 + packageName: 'Environment Pack: Free Forest Sample' + packageVersion: 2.0.1 + assetPath: Assets/Supercyan Free Forest Sample/Shaders/SupercyanShader.shader + uploadId: 697266 diff --git a/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShaderLighting.cginc b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShaderLighting.cginc new file mode 100644 index 0000000..4f0846a --- /dev/null +++ b/Assets/Supercyan Free Forest Sample/Shaders/SupercyanShaderLighting.cginc @@ -0,0 +1,38 @@ +#ifndef SUPERCYAN_SHADING_LIGHTING_INCLUDED +#define SUPERCYAN_SHADING_LIGHTING_INCLUDED + +static const half LightingSupercyanShadingSmoothMin = 0.3; +static const half LightingSupercyanShadingSmoothMax = 0.5; +static const half LightingSupercyanShadingSmoothPow = 0.5; +static const half LightingSupercyanShadingRimStrength = 0.25; + +inline half GetMax(half3 color) { + return max(color.g, max(color.r, color.b)); +} + +inline void LightingSupercyanShadingForward_GI(inout SurfaceOutput s, UnityGIInput data, inout UnityGI gi) +{ + gi = UnityGlobalIllumination(data, 1.0, s.Normal); +} + +inline half4 LightingSupercyanShadingForward(SurfaceOutput s, half3 viewDir, UnityGI gi) { + UnityLight light = gi.light; + + half diffuse = max(0, min(dot(s.Normal, light.dir), GetMax(light.color))); + half rim = (1 - dot(s.Normal, viewDir)) * diffuse; + + diffuse = pow(smoothstep(LightingSupercyanShadingSmoothMin, LightingSupercyanShadingSmoothMax, diffuse), LightingSupercyanShadingSmoothPow); + rim = (pow(smoothstep(LightingSupercyanShadingSmoothMin, LightingSupercyanShadingSmoothMax, rim), 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