252 lines
21 KiB
Plaintext
252 lines
21 KiB
Plaintext
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// Shader created with Shader Forge v1.40
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// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,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,imps: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,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|custl-330-OUT,olwid-6237-OUT,olcol-3033-OUT;n:type:ShaderForge.SFN_Color,id:8696,x:32371,y:33524,ptovrint:False,ptlb:outline color,ptin:_outlinecolor,varname:node_3267,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Slider,id:6237,x:32304,y:33140,ptovrint:False,ptlb:outline width,ptin:_outlinewidth,varname:node_5042,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.1,max:0.1;n:type:ShaderForge.SFN_Multiply,id:2351,x:32371,y:33351,varname:node_2351,prsc:2|A-1695-RGB,B-8414-RGB;n:type:ShaderForge.SFN_Blend,id:3033,x:32548,y:33439,varname:node_3033,prsc:2,blmd:10,clmp:True|SRC-2351-OUT,DST-8696-RGB;n:type:ShaderForge.SFN_Lerp,id:1734,x:31328,y:33145,cmnt:亮面暗面,varname:node_1734,prsc:2|A-884-OUT,B-8170-OUT,T-5021-OUT;n:type:ShaderForge.SFN_Slider,id:3272,x:30553,y:32962,ptovrint:False,ptlb:boundry,ptin:_boundry,varname:node_1385,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:4385,x:30553,y:33089,ptovrint:False,ptlb:smooth,ptin:_smooth,varname:node_3609,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0.0001,cur:0.0001,max:1;n:type:ShaderForge.SFN_Add,id:9824,x:30900,y:32946,varname:node_9824,prsc:2|A-3272-OUT,B-4385-OUT;n:type:ShaderForge.SFN_Subtract,id:5895,x:30900,y:33089,varname:node_5895,prsc:2|A-3272-OUT,B-4385-OUT;n:type:ShaderForge.SFN_NormalVector,id:1641,x:29610,y:32921,prsc:2,pt:False;n:type:ShaderForge.SFN_LightVector,id:5359,x:29610,y:33068,varname:node_5359,prsc:2;n:type:ShaderForge.SFN_Dot,id:7338,x:29772,y:33009,varname:node_7338,prsc:2,dt:0|A-1641-OUT,B-5359-OUT;n:type:ShaderForge.SFN_Smoothstep,id:5021,x:31039,y:33010,varname:node_5021,prsc:2|A-9824-OUT,B-5895-OUT,V-7338-OUT;n:type:ShaderForge.SFN_Lerp,id:6492,x:31642,y:32374,cmnt:高亮色,varname:node_6492,prsc:2|A-1907-RGB,B-182-OUT,T-245-OUT;n:type:ShaderForge.SFN_Add,id:330,x:32333,y:32946,varname:node_330,prsc:2|A-4862-OUT,B-8608-OUT,C-3978-OUT,D-3214-OUT;n:type:ShaderForge.SFN_Smoothstep,id:245,x:31331,y:32413,varname:node_245,prsc:2|A-7850-OUT,B-6390-OUT,V-7338-OUT;n:type:ShaderForge.SFN_Slider,id:6105,x:30821,y:32481,ptovrint:False,ptlb:HighLight Smooth,ptin:_HighLightSmooth,varname:node_540,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0.001,cur:0.001,max:1;n:type:ShaderForge.SFN_Slider,id:3516,x:30821,y:32350,ptovrint:False,ptlb:HighLight Boundry,ptin:_HighLightBoundry,varname:node_2364,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:0.7374512,max:0.5;n:type:ShaderForge.SFN_Add,id:7850,x:31174,y:32334,varname:node_7850,prsc:2|A-3516-OUT,B-6105-OUT;n:type:ShaderForge.SFN_Subtract,id:6390,x:31174,y:32479,varname:node_6390,prsc:2|A-3516-OUT,B-6105-OUT;n:type:ShaderForge.SFN_Color,id:1907,x:31430,y:32221,ptovrint:False,ptlb:Hidh Light Color,ptin:_HidhLightColor,varname:node_1945,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Lerp,id:3978,x:32121,y:33579,cmnt:暗面补光,varname:node_3978,prsc:2|A-8568-RGB,B-509-OUT,T-6073-OUT;n:type:ShaderForge.SFN_Color,id:8568,x:31952,y:33479,ptov
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Shader "Shader Forge/Base_Outline_multiple" {
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Properties {
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_MainColor ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_shadowcolor ("shadow color", Color) = (0.6462264,0.718895,1,1)
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_boundry ("boundry", Range(-1, 1)) = 0
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_smooth ("smooth", Range(0.0001, 1)) = 0.0001
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_HidhLightColor ("Hidh Light Color", Color) = (0,0,0,1)
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_HighLightBoundry ("HighLight Boundry", Range(1, 0.5)) = 0.7374512
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_HighLightSmooth ("HighLight Smooth", Range(0.001, 1)) = 0.001
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[HDR]_FillColor ("Fill Color", Color) = (0,0,0,1)
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_FillBoundry ("Fill Boundry", Range(-1, -0.5)) = -0.8308498
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_FillSmooth ("Fill Smooth", Range(0, -1)) = 0
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[HDR]_outlinecolor ("outline color", Color) = (0,0,0,1)
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_outlinewidth ("outline width", Range(0, 0.1)) = 0.1
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[HDR]_Emissioncolor ("Emission color", Color) = (0,0,0,1)
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_Emissiontex ("Emission tex", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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Pass {
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Name "Outline"
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Tags {
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}
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Cull Front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float4, _outlinecolor)
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UNITY_DEFINE_INSTANCED_PROP( float, _outlinewidth)
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UNITY_DEFINE_INSTANCED_PROP( float4, _MainColor)
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UNITY_INSTANCING_BUFFER_END( Props )
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struct VertexInput {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 uv0 : TEXCOORD0;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.uv0 = v.texcoord0;
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float _outlinewidth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _outlinewidth );
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o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*_outlinewidth_var,1) );
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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UNITY_SETUP_INSTANCE_ID( i );
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float4 _MainColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _MainColor );
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float4 _outlinecolor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _outlinecolor );
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return fixed4(saturate(( _outlinecolor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_outlinecolor_var.rgb-0.5))*(1.0-(_MainColor_var.rgb*_MainTex_var.rgb))) : (2.0*_outlinecolor_var.rgb*(_MainColor_var.rgb*_MainTex_var.rgb)) )),0);
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}
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ENDCG
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _Emissiontex; uniform float4 _Emissiontex_ST;
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float, _boundry)
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UNITY_DEFINE_INSTANCED_PROP( float, _smooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _HighLightSmooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _HighLightBoundry)
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UNITY_DEFINE_INSTANCED_PROP( float4, _HidhLightColor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _FillColor)
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UNITY_DEFINE_INSTANCED_PROP( float, _FillSmooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _FillBoundry)
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UNITY_DEFINE_INSTANCED_PROP( float4, _MainColor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _shadowcolor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _Emissioncolor)
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UNITY_INSTANCING_BUFFER_END( Props )
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struct VertexInput {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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LIGHTING_COORDS(3,4)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos( v.vertex );
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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UNITY_SETUP_INSTANCE_ID( i );
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i.normalDir = normalize(i.normalDir);
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float3 normalDirection = i.normalDir;
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float4 _HidhLightColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HidhLightColor );
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float node_182 = 0.0;
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float _HighLightBoundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HighLightBoundry );
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float _HighLightSmooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HighLightSmooth );
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float node_7338 = dot(i.normalDir,lightDirection);
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float4 _MainColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _MainColor );
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float4 _shadowcolor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _shadowcolor );
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float node_9163 = 1.0;
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float _boundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _boundry );
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float _smooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _smooth );
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float4 _FillColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillColor );
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float node_509 = 0.0;
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float _FillSmooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillSmooth );
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float _FillBoundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillBoundry );
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float4 _Emissioncolor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Emissioncolor );
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float4 _Emissiontex_var = tex2D(_Emissiontex,TRANSFORM_TEX(i.uv0, _Emissiontex));
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float3 finalColor = ((attenuation*lerp(_HidhLightColor_var.rgb,float3(node_182,node_182,node_182),smoothstep( (_HighLightBoundry_var+_HighLightSmooth_var), (_HighLightBoundry_var-_HighLightSmooth_var), node_7338 )))+(_MainColor_var.rgb*lerp(_shadowcolor_var.rgb,float3(node_9163,node_9163,node_9163),(attenuation*lerp(1.0,0.0,smoothstep( (_boundry_var+_smooth_var), (_boundry_var-_smooth_var), node_7338 ))))*_MainTex_var.rgb)+lerp(_FillColor_var.rgb,float3(node_509,node_509,node_509),smoothstep( (_FillSmooth_var+_FillBoundry_var), (_FillBoundry_var-_FillSmooth_var), node_7338 ))+(_Emissioncolor_var.rgb*_Emissiontex_var.rgb));
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return fixed4(finalColor,1);
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#pragma multi_compile_fwdadd_fullshadows
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _Emissiontex; uniform float4 _Emissiontex_ST;
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float, _boundry)
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UNITY_DEFINE_INSTANCED_PROP( float, _smooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _HighLightSmooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _HighLightBoundry)
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UNITY_DEFINE_INSTANCED_PROP( float4, _HidhLightColor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _FillColor)
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UNITY_DEFINE_INSTANCED_PROP( float, _FillSmooth)
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UNITY_DEFINE_INSTANCED_PROP( float, _FillBoundry)
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UNITY_DEFINE_INSTANCED_PROP( float4, _MainColor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _shadowcolor)
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UNITY_DEFINE_INSTANCED_PROP( float4, _Emissioncolor)
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UNITY_INSTANCING_BUFFER_END( Props )
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struct VertexInput {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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LIGHTING_COORDS(3,4)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos( v.vertex );
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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|
|
UNITY_SETUP_INSTANCE_ID( i );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
float3 normalDirection = i.normalDir;
|
||
|
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||
|
|
////// Lighting:
|
||
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
|
float4 _HidhLightColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HidhLightColor );
|
||
|
|
float node_182 = 0.0;
|
||
|
|
float _HighLightBoundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HighLightBoundry );
|
||
|
|
float _HighLightSmooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HighLightSmooth );
|
||
|
|
float node_7338 = dot(i.normalDir,lightDirection);
|
||
|
|
float4 _MainColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _MainColor );
|
||
|
|
float4 _shadowcolor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _shadowcolor );
|
||
|
|
float node_9163 = 1.0;
|
||
|
|
float _boundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _boundry );
|
||
|
|
float _smooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _smooth );
|
||
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||
|
|
float4 _FillColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillColor );
|
||
|
|
float node_509 = 0.0;
|
||
|
|
float _FillSmooth_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillSmooth );
|
||
|
|
float _FillBoundry_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FillBoundry );
|
||
|
|
float4 _Emissioncolor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Emissioncolor );
|
||
|
|
float4 _Emissiontex_var = tex2D(_Emissiontex,TRANSFORM_TEX(i.uv0, _Emissiontex));
|
||
|
|
float3 finalColor = ((attenuation*lerp(_HidhLightColor_var.rgb,float3(node_182,node_182,node_182),smoothstep( (_HighLightBoundry_var+_HighLightSmooth_var), (_HighLightBoundry_var-_HighLightSmooth_var), node_7338 )))+(_MainColor_var.rgb*lerp(_shadowcolor_var.rgb,float3(node_9163,node_9163,node_9163),(attenuation*lerp(1.0,0.0,smoothstep( (_boundry_var+_smooth_var), (_boundry_var-_smooth_var), node_7338 ))))*_MainTex_var.rgb)+lerp(_FillColor_var.rgb,float3(node_509,node_509,node_509),smoothstep( (_FillSmooth_var+_FillBoundry_var), (_FillBoundry_var-_FillSmooth_var), node_7338 ))+(_Emissioncolor_var.rgb*_Emissiontex_var.rgb));
|
||
|
|
return fixed4(finalColor * 1,0);
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
FallBack "Diffuse"
|
||
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
||
|
|
}
|