// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT;n:type:ShaderForge.SFN_LightColor,id:3406,x:33718,y:32826,varname:node_3406,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:544,x:34303,y:32280,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-9738-OUT;n:type:ShaderForge.SFN_Code,id:4082,x:33398,y:32674,varname:node_4082,prsc:2,code:ZgBsAG8AYQB0ADQAIAB2AGEAbAAgAD0AIABVAE4ASQBUAFkAXwBTAEEATQBQAEwARQBfAFQARQBYAEMAVQBCAEUAXwBMAE8ARAAoAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwACwAIAByAGUAZgBsAFYAZQBjAHQALAAgADcAKQA7AAoAZgBsAG8AYQB0ADMAIAByAGUAZgBsAEMAbwBsACAAPQAgAEQAZQBjAG8AZABlAEgARABSACgAdgBhAGwALAAgAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwAF8ASABEAFIAKQA7AAoAcgBlAHQAdQByAG4AIAByAGUAZgBsAEMAbwBsACAAKgAgADAALgAwADIAOwA=,output:2,fname:CubemapReflections,width:515,height:130,input:2,input_1_label:reflVect|A-7331-OUT;n:type:ShaderForge.SFN_Code,id:3693,x:33621,y:32526,varname:node_3693,prsc:2,code:cgBlAHQAdQByAG4AIABTAGgAYQBkAGUAUwBIADkAKABoAGEAbABmADQAKABuAG8AcgBtAGEAbAAsACAAMQAuADAAKQApADsACgA=,output:2,fname:Function_node_3693,width:292,height:112,input:2,input_1_label:normal|A-9945-OUT;n:type:ShaderForge.SFN_Multiply,id:9937,x:33901,y:32901,varname:node_9937,prsc:2|A-3406-RGB,B-5621-OUT;n:type:ShaderForge.SFN_LightAttenuation,id:5621,x:33718,y:32968,varname:node_5621,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5720,x:34648,y:32606,varname:node_5720,prsc:2|A-5427-OUT,B-4653-OUT;n:type:ShaderForge.SFN_Clamp01,id:4653,x:34318,y:32626,varname:node_4653,prsc:2|IN-6707-OUT;n:type:ShaderForge.SFN_ViewPosition,id:102,x:32825,y:32593,varname:node_102,prsc:2;n:type:ShaderForge.SFN_Subtract,id:1025,x:33026,y:32674,varname:node_1025,prsc:2|A-102-XYZ,B-996-XYZ;n:type:ShaderForge.SFN_ObjectPosition,id:996,x:32825,y:32736,varname:node_996,prsc:2;n:type:ShaderForge.SFN_Add,id:6707,x:34121,y:32626,varname:node_6707,prsc:2|A-3693-OUT,B-4082-OUT,C-9937-OUT;n:type:ShaderForge.SFN_Normalize,id:7331,x:33197,y:32674,varname:node_7331,prsc:2|IN-1025-OUT;n:type:ShaderForge.SFN_Vector3,id:9945,x:33409,y:32525,varname:node_9945,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Lerp,id:5427,x:34757,y:32245,varname:node_5427,prsc:2|A-544-OUT,B-851-RGB,T-7279-R;n:type:ShaderForge.SFN_Tex2d,id:7279,x:34190,y:32459,ptovrint:False,ptlb:ColorMask,ptin:_ColorMask,varname:node_7279,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_HsvToRgb,id:9738,x:33761,y:32231,varname:node_9738,prsc:2|H-1939-TSL,S-1783-OUT,V-3302-OUT;n:type:ShaderForge.SFN_ValueProperty,id:1783,x:33520,y:32258,ptovrint:False,ptlb:Saturation,ptin:_Saturation,varname:node_1783,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3302,x:33520,y:32338,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_3302,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Time,id:1939,x:33520,y:32106,varname:node_1939,prsc:2;proporder:851-7279-1783-3302;pass:END;sub:END;*/ Shader "CubedParadox/Flat Lit Toon Rainbow" { Properties { _MainTex ("MainTex", 2D) = "white" {} _ColorMask ("ColorMask", 2D) = "black" {} _Saturation ("Saturation", Float ) = 0 _Value ("Value", Float ) = 0 _Speed ("Speed", Float ) = 0 } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert addshadow struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = 1; } ENDCG Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; float3 CubemapReflections( float3 reflVect ){ float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7); float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR); return reflCol * 0.02; } float3 Function_node_3693( float3 normal ){ return ShadeSH9(half4(normal, 1.0)); } uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; uniform float _Speed; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; float3 CubemapReflections( float3 reflVect ){ float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7); float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR); return reflCol * 0.02; } float3 Function_node_3693( float3 normal ){ return ShadeSH9(half4(normal, 1.0)); } uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; uniform float _Speed; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }