133 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			133 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | Shader "Unlit/GradientShader" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 
 | ||
|  | 		_MainTex("MainTex",2D) = "white" {} | ||
|  | 		_LightGradient("LitGradient", 2D) = "white" {} | ||
|  | 		_LitColor("LitColor", Color) = (1,0,0,1) | ||
|  | 		_ShadowColor("ShadowColor", Color) = (0,0,1,1) | ||
|  | 
 | ||
|  | 		_SpecGradient("SpecGradient", 2D) = "white" {} | ||
|  | 		_SpecColor("SpecColor", Color) = (1,1,0,1) | ||
|  | 		_SpecStart("SpecStart", Range(0, 1)) = 1 | ||
|  | 		_SpecEnd("SpecEnd", Range(0, 1)) = 0 | ||
|  | 		_SpecStrength("SpecStrength", Range(0,1)) = 1 | ||
|  | 
 | ||
|  | 		_RimGradient("RimGradient", 2D) = "white" {} | ||
|  | 		_RimColor("RimColor", Color) = (0,1,1,1) | ||
|  | 		_RimStart("RimStart", Range(0, 1)) = 1 | ||
|  | 		_RimEnd("RimEnd", Range(0, 1)) = 0 | ||
|  | 		_RimStrength("RimStrength", Range(0,1)) = 0.35 | ||
|  | 
 | ||
|  | 	} | ||
|  | 		SubShader | ||
|  | 		{ | ||
|  | 			Tags {  | ||
|  | 			"RenderType" = "Opaque" | ||
|  | 			"LightMode" = "ForwardBase" | ||
|  | 			"PassFlags" = "OnlyDirectional" | ||
|  | 			} | ||
|  | 			LOD 100 | ||
|  | 
 | ||
|  | 			Pass | ||
|  | 			{ | ||
|  | 				CGPROGRAM | ||
|  | 				#pragma vertex vert | ||
|  | 				#pragma fragment frag | ||
|  | 				#pragma multi_compile_fwdbase | ||
|  | 
 | ||
|  | 				#include "UnityCG.cginc" | ||
|  | 				#include "AutoLight.cginc" | ||
|  | 
 | ||
|  | 				struct appdata | ||
|  | 				{ | ||
|  | 					float4 vertex : POSITION; | ||
|  | 					float2 uv : TEXCOORD0; | ||
|  | 					float3 normal : NORMAL; | ||
|  | 
 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				struct v2f | ||
|  | 				{ | ||
|  | 					float2 uv : TEXCOORD0; | ||
|  | 					float4 pos : SV_POSITION; | ||
|  | 					float3 worldNormal : NORMAL; | ||
|  | 					float3 viewDir : TEXCOORD1; | ||
|  | 					SHADOW_COORDS(2) | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				//Base Lit color and shadow color | ||
|  | 				sampler2D _LightGradient; | ||
|  | 				//float4 _LightGradient_ST; | ||
|  | 				fixed4 _LitColor; | ||
|  | 				fixed4 _ShadowColor; | ||
|  | 
 | ||
|  | 				//Specular Setting | ||
|  | 				sampler2D _SpecGradient; | ||
|  | 				fixed4 _SpecColor; | ||
|  | 				float _SpecStart; | ||
|  | 				float _SpecEnd; | ||
|  | 				float _SpecStrength; | ||
|  | 
 | ||
|  | 				//Rim | ||
|  | 				sampler2D _RimGradient; | ||
|  | 				fixed4 _RimColor; | ||
|  | 				float _RimStart; | ||
|  | 				float _RimEnd; | ||
|  | 				float _RimStrength; | ||
|  | 
 | ||
|  | 				sampler2D _MainTex; | ||
|  | 				float4 _MainTex_ST; | ||
|  | 
 | ||
|  | 				v2f vert(appdata v) | ||
|  | 				{ | ||
|  | 					v2f o; | ||
|  | 					o.pos = UnityObjectToClipPos(v.vertex); | ||
|  | 					o.worldNormal = UnityObjectToWorldNormal(v.normal); | ||
|  | 					o.viewDir = WorldSpaceViewDir(v.vertex); | ||
|  | 
 | ||
|  | 					o.uv = v.uv + _MainTex_ST.xy * _MainTex_ST.zw; | ||
|  | 					TRANSFER_SHADOW(o) | ||
|  | 
 | ||
|  | 					return o; | ||
|  | 				} | ||
|  | 
 | ||
|  | 				fixed4 frag(v2f i) : SV_Target | ||
|  | 				{ | ||
|  | 					half4 maintex = tex2D(_MainTex,i.uv); | ||
|  | 
 | ||
|  | 					//(value - from1) / (to1 - from1) * (to2 - from2) + from2; | ||
|  | 					float shadow = SHADOW_ATTENUATION(i); | ||
|  | 
 | ||
|  | 					float3 normal = normalize(i.worldNormal); | ||
|  | 					float3 viewDir = normalize(i.viewDir); | ||
|  | 					float NdotL = dot(_WorldSpaceLightPos0, normal); | ||
|  | 
 | ||
|  | 					float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); | ||
|  | 					float NdotH = dot(normal, halfVector); | ||
|  | 
 | ||
|  | 					float specFac = clamp((NdotL * clamp(NdotH, 0.5, 1) - _SpecStart) / (_SpecEnd - _SpecStart),0,1); | ||
|  | 					float specValue = 1 - tex2D(_SpecGradient, specFac).r; | ||
|  | 					fixed4 LitColor = lerp(_LitColor, _SpecColor, specValue * _SpecStrength); | ||
|  | 
 | ||
|  | 					float LitFac = (NdotL + 1) / 2; | ||
|  | 					float LitValue = tex2D(_LightGradient, NdotL).r; | ||
|  | 					fixed4 shadowreceivedColor = lerp(_ShadowColor, LitColor, shadow); | ||
|  | 					fixed4 shadedColor = lerp(_ShadowColor, shadowreceivedColor, LitValue); | ||
|  | 
 | ||
|  | 					float rimFac = clamp((dot(normal, viewDir) - _RimStart) / (_RimEnd - _RimStart) ,0,1); | ||
|  | 					float rimValue = tex2D(_RimGradient, rimFac).r; | ||
|  | 					fixed4 rimColor = lerp(shadedColor, _RimColor, rimValue * _RimStrength) * maintex; | ||
|  | 
 | ||
|  | 					return rimColor; | ||
|  | 
 | ||
|  | 				} | ||
|  | 				ENDCG | ||
|  | 			} | ||
|  | 
 | ||
|  | 			UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" | ||
|  | 
 | ||
|  | 		} | ||
|  | } |