mergemilitary/Assets/Arts/shader/GradientShader.shader

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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
Cull off
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"
}
}