/* * The MIT License * * Copyright 2018-2021 whiteflare. * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ Shader "UnlitWF/WF_FakeFur_Transparent" { Properties { // 基本 [WFHeader(Base)] _MainTex ("Main Texture", 2D) = "white" {} [HDR] _Color ("Color", Color) = (1, 1, 1, 1) // ファー設定 [WFHeader(Fake Fur)] _FR_NoiseTex ("[FR] Fur Noise Texture", 2D) = "white" {} _FR_Height ("[FR] Fur Height", Range(0, 0.2)) = 0.05 [WF_Vector3] _FR_Vector ("[FR] Fur Vector", Vector) = (0, 0, 1, 0) [NoScaleOffset] [Normal] _FR_BumpMap ("[FR] NormalMap Texture", 2D) = "bump" {} [Enum(NONE,0,X,1,Y,2,XY,3)] _FR_FlipMirror ("[FR] Flip Mirror", Float) = 0 [IntRange] _FR_Repeat ("[FR] Fur Repeat", Range(1, 6)) = 3 _FR_ShadowPower ("[FR] Fur ShadowPower", Range(0, 1)) = 0 [NoScaleOffset] _FR_MaskTex ("[FR] Mask Texture", 2D) = "white" {} // 色変換 [WFHeaderToggle(Color Change)] _CL_Enable ("[CL] Enable", Float) = 0 [Toggle(_)] _CL_Monochrome ("[CL] monochrome", Range(0, 1)) = 0 _CL_DeltaH ("[CL] Hur", Range(0, 1)) = 0 _CL_DeltaS ("[CL] Saturation", Range(-1, 1)) = 0 _CL_DeltaV ("[CL] Brightness", Range(-1, 1)) = 0 // Matcapハイライト [WFHeaderToggle(Light Matcap)] _HL_Enable ("[HL] Enable", Float) = 0 [Enum(MEDIAN_CAP,0,LIGHT_CAP,1,SHADE_CAP,2)] _HL_CapType ("[HL] Matcap Type", Float) = 0 [NoScaleOffset] _HL_MatcapTex ("[HL] Matcap Sampler", 2D) = "gray" {} _HL_MedianColor ("[HL] Matcap Base Color", Color) = (0.5, 0.5, 0.5, 1) _HL_Power ("[HL] Power", Range(0, 2)) = 1 _HL_BlendNormal ("[HL] Blend Normal", Range(0, 1)) = 0.1 _HL_Parallax ("[HL] Parallax", Range(0, 1)) = 0.75 [NoScaleOffset] _HL_MaskTex ("[HL] Mask Texture", 2D) = "white" {} [Toggle(_)] _HL_InvMaskVal ("[HL] Invert Mask Value", Range(0, 1)) = 0 _HL_MatcapColor ("[HL] Matcap Tint Color", Color) = (0.5, 0.5, 0.5, 1) // 階調影 [WFHeaderToggle(ToonShade)] _TS_Enable ("[SH] Enable", Float) = 0 [IntRange] _TS_Steps ("[SH] Steps", Range(1, 3)) = 2 _TS_BaseColor ("[SH] Base Color", Color) = (1, 1, 1, 1) [NoScaleOffset] _TS_BaseTex ("[SH] Base Shade Texture", 2D) = "white" {} _TS_1stColor ("[SH] 1st Shade Color", Color) = (0.7, 0.7, 0.9, 1) [NoScaleOffset] _TS_1stTex ("[SH] 1st Shade Texture", 2D) = "white" {} _TS_2ndColor ("[SH] 2nd Shade Color", Color) = (0.5, 0.5, 0.8, 1) [NoScaleOffset] _TS_2ndTex ("[SH] 2nd Shade Texture", 2D) = "white" {} _TS_3rdColor ("[SH] 3rd Shade Color", Color) = (0.5, 0.5, 0.7, 1) [NoScaleOffset] _TS_3rdTex ("[SH] 3rd Shade Texture", 2D) = "white" {} _TS_Power ("[SH] Shade Power", Range(0, 2)) = 1 _TS_1stBorder ("[SH] 1st Border", Range(0, 1)) = 0.4 _TS_2ndBorder ("[SH] 2nd Border", Range(0, 1)) = 0.2 _TS_3rdBorder ("[SH] 3rd Border", Range(0, 1)) = 0.1 _TS_Feather ("[SH] Feather", Range(0, 0.2)) = 0.05 _TS_BlendNormal ("[SH] Blend Normal", Range(0, 1)) = 0.1 [NoScaleOffset] _TS_MaskTex ("[SH] Anti-Shadow Mask Texture", 2D) = "black" {} [Toggle(_)] _TS_InvMaskVal ("[SH] Invert Mask Value", Range(0, 1)) = 0 // リムライト [WFHeaderToggle(RimLight)] _TR_Enable ("[RM] Enable", Float) = 0 [HDR] _TR_Color ("[RM] Rim Color", Color) = (0.8, 0.8, 0.8, 1) [Enum(ADD,2,ALPHA,1,ADD_AND_SUB,0)] _TR_BlendType ("[RM] Blend Type", Float) = 0 _TR_Power ("[RM] Power", Range(0, 2)) = 1 _TR_Feather ("[RM] Feather", Range(0, 0.2)) = 0.05 _TR_BlendNormal ("[RM] Blend Normal", Range(0, 1)) = 0 [NoScaleOffset] _TR_MaskTex ("[RM] Mask Texture", 2D) = "white" {} [Toggle(_)] _TR_InvMaskVal ("[RM] Invert Mask Value", Range(0, 1)) = 0 [Header(RimLight Advance)] _TR_PowerTop ("[RM] Power Top", Range(0, 0.5)) = 0.1 _TR_PowerSide ("[RM] Power Side", Range(0, 0.5)) = 0.1 _TR_PowerBottom ("[RM] Power Bottom", Range(0, 0.5)) = 0.1 // Lit [WFHeader(Lit)] [Gamma] _GL_LevelMin ("Darken (min value)", Range(0, 1)) = 0.125 [Gamma] _GL_LevelMax ("Lighten (max value)", Range(0, 1)) = 0.8 _GL_BlendPower ("Blend Light Color", Range(0, 1)) = 0.8 [Toggle(_)] _GL_CastShadow ("Cast Shadows", Range(0, 1)) = 1 [WFHeader(Lit Advance)] [Enum(AUTO,0,ONLY_DIRECTIONAL_LIT,1,ONLY_POINT_LIT,2,CUSTOM_WORLDSPACE,3,CUSTOM_LOCALSPACE,4)] _GL_LightMode ("Sun Source", Float) = 0 _GL_CustomAzimuth ("Custom Sun Azimuth", Range(0, 360)) = 0 _GL_CustomAltitude ("Custom Sun Altitude", Range(-90, 90)) = 45 [Toggle(_)] _GL_DisableBackLit ("Disable BackLit", Range(0, 1)) = 0 [Toggle(_)] _GL_DisableBasePos ("Disable ObjectBasePos", Range(0, 1)) = 0 [HideInInspector] [WF_FixFloat(0.0)] _CurrentVersion ("2021/07/31", Float) = 0 [HideInInspector] [WF_FixFloat(0.0)] _FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque", Float) = 0 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "DisableBatching" = "True" } Pass { Name "MAIN" Tags { "LightMode" = "ForwardBase" } Cull OFF CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.5 #pragma shader_feature_local _CL_ENABLE #pragma shader_feature_local _HL_ENABLE #pragma shader_feature_local _TR_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma multi_compile_fwdbase #pragma multi_compile_fog #include "WF_UnToon.cginc" ENDCG } Pass { Name "FUR" Tags { "LightMode" = "ForwardBase" } Cull OFF ZWrite OFF Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert_fakefur #pragma geometry geom_fakefur #pragma fragment frag_fakefur #pragma shader_feature_local _CL_ENABLE #pragma shader_feature_local _TS_ENABLE #pragma target 5.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog #include "WF_FakeFur.cginc" ENDCG } UsePass "UnlitWF/WF_UnToon_Transparent/SHADOWCASTER" } FallBack "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque" CustomEditor "UnlitWF.ShaderCustomEditor" }