avatar/Assets/Unlit_WF_ShaderSuite/Shaders/Unlit_WF_FakeFur_TransCutou...

212 lines
8.9 KiB
GLSL

/*
* 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_TransCutout" {
Properties {
// 基本
[WFHeader(Base)]
_MainTex ("Main Texture", 2D) = "white" {}
[HDR]
_Color ("Color", Color) = (1, 1, 1, 1)
_Cutoff ("Alpha CutOff Level", Range(0, 1)) = 0.2
[Toggle(_)]
_AL_AlphaToMask ("Alpha-To-Coverage (use MSAA)", Float) = 0
// 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" = "TransparentCutout"
"Queue" = "AlphaTest"
"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
AlphaToMask [_AL_AlphaToMask]
CGPROGRAM
#pragma vertex vert_fakefur
#pragma geometry geom_fakefur
#pragma fragment frag_fakefur_cutoff
#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_TransCutout/SHADOWCASTER"
}
FallBack "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Opaque"
CustomEditor "UnlitWF.ShaderCustomEditor"
}