avatar/Assets/Unlit_WF_ShaderSuite/Shaders/Unlit_WF_UnToon_Hidden.shader
2022-09-27 20:47:45 -07:00

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/*
* 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 "Hidden/UnlitWF/WF_UnToon_Hidden" {
Properties {
// 基本
[WFHeader(Base)]
_MainTex ("Main Texture", 2D) = "white" {}
[HDR]
_Color ("Color", Color) = (1, 1, 1, 1)
[Enum(OFF,0,FRONT,1,BACK,2)]
_CullMode ("Cull Mode", int) = 2
[Toggle(_)]
_UseVertexColor ("Use Vertex Color", Range(0, 1)) = 0
// 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
}
SubShader {
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry"
}
Pass {
Name "MAIN"
Tags { "LightMode" = "ForwardBase" }
ColorMask 0
ZWrite OFF
CGPROGRAM
#pragma vertex vert_depth
#pragma fragment frag_depth
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "WF_UnToon_DepthOnly.cginc"
ENDCG
}
Pass {
Name "SHADOWCASTER"
Tags{ "LightMode" = "ShadowCaster" }
ColorMask 0
ZWrite OFF
CGPROGRAM
#pragma vertex vert_shadow
#pragma fragment frag_shadow_hidden
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#include "WF_UnToon_ShadowCaster.cginc"
ENDCG
}
Pass {
Name "META"
Tags { "LightMode" = "Meta" }
Cull OFF
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta_black
#pragma shader_feature_local _VC_ENABLE
#pragma shader_feature EDITOR_VISUALIZATION
#include "WF_UnToon_Meta.cginc"
ENDCG
}
}
FallBack OFF
CustomEditor "UnlitWF.ShaderCustomEditor"
}