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

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// 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
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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"
}