mergemilitary/Assets/Arts/shader/ASE_Base_OutLine.shader

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASE_Base_OutLine"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
_ShaowColor("ShaowColor", Color) = (0.5711552,0.6109352,0.8018868,1)
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_Boundry("Boundry", Range( 0 , 1)) = 0.5
_Smooth("Smooth", Range( 0 , 1)) = 0.5
_HLColor("HLColor", Color) = (0,0,0,1)
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_HLBoundry("HLBoundry", Range( 0 , 1)) = 0
_HLSmooth("HLSmooth", Range( 0 , 1)) = 0.5
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[HDR]_FreColor("FreColor", Color) = (0,0,0,1)
_FreBoundry("FreBoundry", Range( 0 , 1)) = 0.3494399
_FreSmooth("FreSmooth", Range( 0 , 1)) = 0.4470588
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[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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_EmissionTex("EmissionTex", 2D) = "white" {}
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_OutLineColor("OutLine Color", Color) = (0.7015347,0.6714578,0.745283,1)
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_OutLineWidth("OutLine Width", Range( 0 , 0.15)) = 0.03
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[Toggle]_OutLineType("OutLineType", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ }
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma surface outlineSurf Outline nofog keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
void outlineVertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float3 ase_vertexNormal = v.normal.xyz;
float3 ase_vertex3Pos = v.vertex.xyz;
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float4 unityObjectToClipPos135 = UnityObjectToClipPos( ase_vertex3Pos );
float3 outlineVar = ( _OutLineWidth * ase_vertexNormal * (( _OutLineType )?( unityObjectToClipPos135.w ):( 1.0 )) );
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v.vertex.xyz += outlineVar;
}
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
void outlineSurf( Input i, inout SurfaceOutput o )
{
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float temp_output_4_0_g14 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
float temp_output_15_0_g14 = _HLSmooth;
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float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float dotResult3_g12 = dot( ase_worldlightDir , ase_worldNormal );
float LightingModel113 = dotResult3_g12;
float smoothstepResult8_g14 = smoothstep( ( temp_output_4_0_g14 - temp_output_15_0_g14 ) , ( temp_output_4_0_g14 + temp_output_15_0_g14 ) , LightingModel113);
float4 lerpResult9_g14 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g14);
float4 HighLightColor115 = lerpResult9_g14;
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float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
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float4 Emission117 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float4 MainTex112 = tex2D( _Texture, uv_Texture );
float4 MainColor111 = _Color;
float temp_output_42_0_g13 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
float temp_output_38_0_g13 = LightingModel113;
float smoothstepResult39_g13 = smoothstep( ( temp_output_42_0_g13 - 0.5 ) , ( temp_output_42_0_g13 + 0.5 ) , temp_output_38_0_g13);
float lerpResult46_g13 = lerp( 1.0 , 0.0 , smoothstepResult39_g13);
float smoothstepResult56_g13 = smoothstep( 0.0 , 0.5 , 1);
float temp_output_14_0_g13 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
float temp_output_37_0_g13 = _Smooth;
float smoothstepResult20_g13 = smoothstep( ( temp_output_14_0_g13 - temp_output_37_0_g13 ) , ( temp_output_14_0_g13 + temp_output_37_0_g13 ) , temp_output_38_0_g13);
float4 lerpResult28_g13 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g13 + smoothstepResult56_g13 ) ) * smoothstepResult20_g13 ));
float4 ShadowColor114 = lerpResult28_g13;
float4 temp_output_103_0 = ( MainTex112 * MainColor111 * ShadowColor114 );
float4 OutLineColorMultiply131 = ( HighLightColor115 + Emission117 + temp_output_103_0 );
o.Emission = ( _OutLineColor * OutLineColorMultiply131 ).rgb;
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o.Normal = float3(0,0,-1);
}
ENDCG
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma target 4.6
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform float4 _Color;
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uniform float4 _ShaowColor;
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uniform float _Boundry;
uniform float _Smooth;
uniform float4 _HLColor;
uniform float _HLBoundry;
uniform float _HLSmooth;
uniform float _FreBoundry;
uniform float _FreSmooth;
uniform float4 _FreColor;
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uniform sampler2D _EmissionTex;
uniform float4 _EmissionTex_ST;
uniform float4 _EmissionColor;
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uniform float4 _OutLineColor;
uniform float _OutLineWidth;
uniform float _OutLineType;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 OutLine109 = 0;
v.vertex.xyz += OutLine109;
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v.vertex.w = 1;
}
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
#ifdef UNITY_PASS_FORWARDBASE
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
#endif
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float4 MainTex112 = tex2D( _Texture, uv_Texture );
float4 MainColor111 = _Color;
float temp_output_42_0_g13 = (-1.0 + (0.5 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
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float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
float3 ase_worldNormal = i.worldNormal;
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float dotResult3_g12 = dot( ase_worldlightDir , ase_worldNormal );
float LightingModel113 = dotResult3_g12;
float temp_output_38_0_g13 = LightingModel113;
float smoothstepResult39_g13 = smoothstep( ( temp_output_42_0_g13 - 0.5 ) , ( temp_output_42_0_g13 + 0.5 ) , temp_output_38_0_g13);
float lerpResult46_g13 = lerp( 1.0 , 0.0 , smoothstepResult39_g13);
float smoothstepResult56_g13 = smoothstep( 0.0 , 0.5 , ase_lightAtten);
float temp_output_14_0_g13 = (-1.0 + (_Boundry - 0.0) * (1.0 - -1.0) / (1.0 - 0.0));
float temp_output_37_0_g13 = _Smooth;
float smoothstepResult20_g13 = smoothstep( ( temp_output_14_0_g13 - temp_output_37_0_g13 ) , ( temp_output_14_0_g13 + temp_output_37_0_g13 ) , temp_output_38_0_g13);
float4 lerpResult28_g13 = lerp( _ShaowColor , float4( 1,1,1,0 ) , ( saturate( ( lerpResult46_g13 + smoothstepResult56_g13 ) ) * smoothstepResult20_g13 ));
float4 ShadowColor114 = lerpResult28_g13;
float4 temp_output_103_0 = ( MainTex112 * MainColor111 * ShadowColor114 );
float temp_output_4_0_g14 = (1.0 + (_HLBoundry - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
float temp_output_15_0_g14 = _HLSmooth;
float smoothstepResult8_g14 = smoothstep( ( temp_output_4_0_g14 - temp_output_15_0_g14 ) , ( temp_output_4_0_g14 + temp_output_15_0_g14 ) , LightingModel113);
float4 lerpResult9_g14 = lerp( float4( 0,0,0,0 ) , _HLColor , smoothstepResult8_g14);
float4 HighLightColor115 = lerpResult9_g14;
float temp_output_22_0_g15 = ( 1.0 - (-0.2 + (_FreBoundry - 0.0) * (1.0 - -0.2) / (1.0 - 0.0)) );
float temp_output_30_0_g15 = _FreSmooth;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float fresnelNdotV26_g15 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode26_g15 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV26_g15, 1.0 ) );
float smoothstepResult28_g15 = smoothstep( ( temp_output_22_0_g15 - temp_output_30_0_g15 ) , ( temp_output_22_0_g15 + temp_output_30_0_g15 ) , fresnelNode26_g15);
float4 temp_output_14_0_g15 = _FreColor;
float4 Fresnel129 = ( smoothstepResult28_g15 * temp_output_14_0_g15 * (temp_output_14_0_g15).a );
float2 uv_EmissionTex = i.uv_texcoord * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float4 Emission117 = ( tex2D( _EmissionTex, uv_EmissionTex ) * _EmissionColor );
c.rgb = ( temp_output_103_0 + HighLightColor115 + Fresnel129 + Emission117 ).rgb;
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c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred noambient novertexlights nolightmap nodirlightmap noforwardadd vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.6
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputCustomLightingCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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2022-05-23 13:39:59 +00:00
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2022-07-04 11:17:39 +00:00
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