2025-04-25 21:14:54 +09:00

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Shader "CubedParadox/Flat Lit Toon"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_outline_width("outline_width", Float) = 0.2
_outline_color("outline_color", Color) = (0.5,0.5,0.5,1)
_outline_tint("outline_tint", Range(0, 1)) = 0.5
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _OutlineMode("__outline_mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#include "..\CGIncludes\FlatLitToonCore.cginc"
#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
#if COLORED_OUTLINE
if(i.is_outline)
{
baseColor.rgb = i.col.rgb;
}
#endif
#if defined(_ALPHATEST_ON)
clip (baseColor.a - _Cutoff);
#endif
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
#if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)
UNITY_OPAQUE_ALPHA(finalRGBA.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
CGPROGRAM
#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#include "..\CGIncludes\FlatLitToonCore.cginc"
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
#if COLORED_OUTLINE
if(i.is_outline) {
baseColor.rgb = i.col.rgb;
}
#endif
#if defined(_ALPHATEST_ON)
clip (baseColor.a - _Cutoff);
#endif
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor,1) * i.col;
#if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)
UNITY_OPAQUE_ALPHA(finalRGBA.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonInspector"
}