avatar/Assets/Unlit_WF_ShaderSuite/Shaders/Unlit_WF_UnToon_Transparent...

514 lines
21 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_UnToon_Transparent_MaskOut_Blend" {
Properties {
// 基本
[WFHeader(Base)]
_MainTex ("Main Texture", 2D) = "white" {}
[HDR]
_Color ("Color", Color) = (1, 1, 1, 1)
[Toggle(_)]
_UseVertexColor ("Use Vertex Color", Range(0, 1)) = 0
// StencilMask
[WFHeader(Stencil Mask)]
[Enum(A_1000,8,B_1001,9,C_1010,10,D_1100,11)]
_StencilMaskID ("ID", int) = 8
_AL_StencilPower ("Alpha Power", Range(0, 1)) = 0.5
// Alpha
[WFHeader(Transparent Alpha)]
[Enum(MAIN_TEX_ALPHA,0,MASK_TEX_RED,1,MASK_TEX_ALPHA,2)]
_AL_Source ("[AL] Alpha Source", Float) = 0
[NoScaleOffset]
_AL_MaskTex ("[AL] Alpha Mask Texture", 2D) = "white" {}
[Toggle(_)]
_AL_InvMaskVal ("[AL] Invert Mask Value", Range(0, 1)) = 0
_AL_Power ("[AL] Power", Range(0, 2)) = 1.0
[Enum(OFF,0,ON,1)]
_AL_ZWrite ("[AL] ZWrite", int) = 1
// 裏面テクスチャ
[WFHeaderToggle(BackFace Texture)]
_BK_Enable ("[BK] Enable", Float) = 0
_BK_BackTex ("[BK] Back Texture", 2D) = "white" {}
[HDR]
_BK_BackColor ("[BK] Back Color", Color) = (1, 1, 1, 1)
// 3chカラーマスク
[WFHeaderToggle(3ch Color Mask)]
_CH_Enable ("[CH] Enable", Float) = 0
[NoScaleOffset]
_CH_3chMaskTex ("[CH] 3ch Mask Texture", 2D) = "black" {}
[HDR]
_CH_ColorR ("[CH] R ch Color", Color) = (1, 1, 1, 1)
[HDR]
_CH_ColorG ("[CH] G ch Color", Color) = (1, 1, 1, 1)
[HDR]
_CH_ColorB ("[CH] B ch Color", Color) = (1, 1, 1, 1)
// 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
// 法線マップ
[WFHeaderToggle(NormalMap)]
_NM_Enable ("[NM] Enable", Float) = 0
[NoScaleOffset]
_BumpMap ("[NM] NormalMap Texture", 2D) = "bump" {}
_BumpScale ("[NM] Bump Scale", Range(0, 2)) = 1.0
_NM_Power ("[NM] Shadow Power", Range(0, 1)) = 0.25
[Enum(NONE,0,X,1,Y,2,XY,3)]
_NM_FlipMirror ("[NM] Flip Mirror", Float) = 0
[Header(NormalMap Secondary)]
[Enum(OFF,0,BLEND,1,SWITCH,2)]
_NM_2ndType ("[NM] 2nd Normal Blend", Float) = 0
_DetailNormalMap ("[NM] 2nd NormalMap Texture", 2D) = "bump" {}
_DetailNormalMapScale ("[NM] 2nd Bump Scale", Range(0, 2)) = 0.4
[NoScaleOffset]
_NM_2ndMaskTex ("[NM] 2nd NormalMap Mask Texture", 2D) = "white" {}
[Toggle(_)]
_NM_InvMaskVal ("[NM] Invert Mask Value", Range(0, 1)) = 0
// メタリックマップ
[WFHeaderToggle(Metallic)]
_MT_Enable ("[MT] Enable", Float) = 0
_MT_Metallic ("[MT] Metallic", Range(0, 1)) = 1
_MT_ReflSmooth ("[MT] Smoothness", Range(0, 1)) = 1
_MT_Brightness ("[MT] Brightness", Range(0, 1)) = 0.2
_MT_BlendNormal ("[MT] Blend Normal", Range(0, 1)) = 0.1
_MT_Monochrome ("[MT] Monochrome Reflection", Range(0, 1)) = 0
[Toggle(_)]
_MT_GeomSpecAA ("[MT] Geometric Specular AA", Range(0, 1)) = 1
[Enum(MASK,0,METALLIC,1)]
_MT_MetallicMapType ("[MT] MetallicMap Type", Float) = 0
[NoScaleOffset]
_MetallicGlossMap ("[MT] MetallicSmoothnessMap Texture", 2D) = "white" {}
[Toggle(_)]
_MT_InvMaskVal ("[MT] Invert Mask Value", Range(0, 1)) = 0
[NoScaleOffset]
_SpecGlossMap ("[MT] RoughnessMap Texture", 2D) = "black" {}
[Toggle(_)]
_MT_InvRoughnessMaskVal ("[MT] Invert Mask Value", Range(0, 1)) = 0
[Header(Metallic Specular)]
_MT_Specular ("[MT] Specular", Range(0, 1)) = 0
_MT_SpecSmooth ("[MT] Smoothness", Range(0, 1)) = 0.8
[Header(Metallic Secondary)]
[Enum(OFF,0,ADDITION,1,ONLY_SECOND_MAP,2)]
_MT_CubemapType ("[MT] 2nd CubeMap Blend", Float) = 0
[NoScaleOffset]
_MT_Cubemap ("[MT] 2nd CubeMap", Cube) = "" {}
_MT_CubemapPower ("[MT] 2nd CubeMap Power", Range(0, 2)) = 1
_MT_CubemapHighCut ("[MT] 2nd CubeMap Hi-Cut Filter", Range(0, 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)
// ラメ
[WFHeaderToggle(Lame)]
_LM_Enable ("[LM] Enable", Float) = 0
[Enum(UV1,0,UV2,1)]
_LM_UVType ("[LM] UV Type", Float) = 0
[HDR]
_LM_Color ("[LM] Color", Color) = (1, 1, 1, 1)
_LM_Texture ("[LM] Texture", 2D) = "white" {}
[HDR]
_LM_RandColor ("[LM] Random Color", Color) = (0, 0, 0, 1)
[Toggle(_)]
_LM_ChangeAlpha ("[LM] Change Alpha Transparency", Range(0, 1)) = 0
[Enum(POLYGON,0,POINT,1)]
_LM_Shape ("[LM] Shape", Float) = 0
[PowerSlider(4.0)]
_LM_Scale ("[LM] Scale", Range(0, 4)) = 0.5
[PowerSlider(4.0)]
_LM_Dencity ("[LM] Dencity", Range(0.3, 4)) = 0.5
_LM_Glitter ("[LM] Glitter", Range(0, 1)) = 0.5
_LM_MinDist ("[LM] FadeOut Distance (Near)", Range(0, 5)) = 2.0
_LM_MaxDist ("[LM] FadeOut Distance (Far)", Range(0, 5)) = 4.0
_LM_Spot ("[LM] FadeOut Angle", Range(0, 16)) = 2.0
_LM_AnimSpeed ("[LM] Anim Speed", Range(0, 1)) = 0.2
[NoScaleOffset]
_LM_MaskTex ("[LM] Mask Texture", 2D) = "white" {}
[Toggle(_)]
_LM_InvMaskVal ("[LM] Invert Mask Value", Range(0, 1)) = 0
// 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
// Decal Texture
[WFHeaderToggle(Decal Texture)]
_OL_Enable ("[OL] Enable", Float) = 0
[Enum(UV1,0,UV2,1,SKYBOX,2,ANGEL_RING,3)]
_OL_UVType ("[OL] UV Type", Float) = 0
[HDR]
_OL_Color ("[OL] Decal Color", Color) = (1, 1, 1, 1)
_OL_OverlayTex ("[OL] Decal Texture", 2D) = "white" {}
[Toggle(_)]
_OL_VertColToDecal ("[OL] Multiply VertexColor To Decal Texture", Range(0, 1)) = 0
[Enum(ALPHA,0,ADD,1,MUL,2,ADD_AND_SUB,3,SCREEN,4,OVERLAY,5,HARD_LIGHT,6)]
_OL_BlendType ("[OL] Blend Type", Float) = 0
_OL_Power ("[OL] Blend Power", Range(0, 1)) = 1
_OL_CustomParam1 ("[OL] Customize Parameter 1", Range(0, 1)) = 0
[NoScaleOffset]
_OL_MaskTex ("[OL] Mask Texture", 2D) = "white" {}
[Toggle(_)]
_OL_VertColToMask ("[OL] Multiply VertexColor To Mask Texture", Range(0, 1)) = 0
[Toggle(_)]
_OL_InvMaskVal ("[OL] Invert Mask Value", Range(0, 1)) = 0
// Emission
[WFHeaderToggle(Emission)]
_ES_Enable ("[ES] Enable", Float) = 0
[HDR]
_EmissionColor ("[ES] Emission", Color) = (1, 1, 1, 1)
[NoScaleOffset]
_EmissionMap ("[ES] Emission Texture", 2D) = "white" {}
[Enum(ADD,0,ALPHA,2,LEGACY_ALPHA,1)]
_ES_BlendType ("[ES] Blend Type", Float) = 0
[Header(Emissive Scroll)]
[Enum(STANDARD,0,SAWTOOTH,1,SIN_WAVE,2,CONSTANT,3)]
_ES_Shape ("[ES] Wave Type", Float) = 3
[Toggle(_)]
_ES_AlphaScroll ("[ES] Change Alpha Transparency", Range(0, 1)) = 0
[WF_Vector3]
_ES_Direction ("[ES] Direction", Vector) = (0, -10, 0, 0)
[Enum(WORLD_SPACE,0,LOCAL_SPACE,1)]
_ES_DirType ("[ES] Direction Type", Float) = 0
_ES_LevelOffset ("[ES] LevelOffset", Range(-1, 1)) = 0
_ES_Sharpness ("[ES] Sharpness", Range(0, 4)) = 1
_ES_Speed ("[ES] ScrollSpeed", Range(0, 8)) = 2
// Ambient Occlusion
[WFHeaderToggle(Ambient Occlusion)]
_AO_Enable ("[AO] Enable", Float) = 0
[NoScaleOffset]
_OcclusionMap ("[AO] Occlusion Map", 2D) = "white" {}
_AO_TintColor ("[AO] Tint Color", Color) = (0, 0, 0, 1)
[Toggle(_)]
_AO_UseLightMap ("[AO] Use LightMap", Float) = 1
_AO_Contrast ("[AO] Contrast", Range(0, 2)) = 1
_AO_Brightness ("[AO] Brightness", Range(-1, 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
[WFHeaderToggle(Light Bake Effects)]
_GI_Enable ("[GI] Enable", Float) = 0
_GI_IndirectMultiplier ("[GI] Indirect Multiplier", Range(0, 2)) = 1
_GI_EmissionMultiplier ("[GI] Emission Multiplier", Range(0, 2)) = 1
_GI_IndirectChroma ("[GI] Indirect Chroma", Range(0, 2)) = 1
[HideInInspector]
[WF_FixFloat(0.0)]
_CurrentVersion ("2021/07/31", Float) = 0
[HideInInspector]
[WF_FixFloat(0.0)]
_FallBack ("UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent", Float) = 0
}
SubShader {
Tags {
"RenderType" = "Transparent"
"Queue" = "Transparent+1"
}
Pass {
Name "MAIN_BACK"
Tags { "LightMode" = "ForwardBase" }
Cull FRONT
ZWrite OFF
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref [_StencilMaskID]
ReadMask 15
Comp notEqual
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#define _WF_ALPHA_FRESNEL
#define _WF_FACE_BACK
#pragma shader_feature_local _AO_ENABLE
#pragma shader_feature_local _BK_ENABLE
#pragma shader_feature_local _CH_ENABLE
#pragma shader_feature_local _CL_ENABLE
#pragma shader_feature_local _ES_ENABLE
#pragma shader_feature_local _HL_ENABLE
#pragma shader_feature_local _LM_ENABLE
#pragma shader_feature_local _MT_ENABLE
#pragma shader_feature_local _NM_ENABLE
#pragma shader_feature_local _OL_ENABLE
#pragma shader_feature_local _TR_ENABLE
#pragma shader_feature_local _TS_ENABLE
#pragma shader_feature_local _VC_ENABLE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "WF_UnToon.cginc"
ENDCG
}
Pass {
Name "MAIN_FRONT"
Tags { "LightMode" = "ForwardBase" }
Cull BACK
ZWrite [_AL_ZWrite]
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref [_StencilMaskID]
ReadMask 15
Comp notEqual
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#define _WF_ALPHA_FRESNEL
#pragma shader_feature_local _AO_ENABLE
#pragma shader_feature_local _BK_ENABLE
#pragma shader_feature_local _CH_ENABLE
#pragma shader_feature_local _CL_ENABLE
#pragma shader_feature_local _ES_ENABLE
#pragma shader_feature_local _HL_ENABLE
#pragma shader_feature_local _LM_ENABLE
#pragma shader_feature_local _MT_ENABLE
#pragma shader_feature_local _NM_ENABLE
#pragma shader_feature_local _OL_ENABLE
#pragma shader_feature_local _TR_ENABLE
#pragma shader_feature_local _TS_ENABLE
#pragma shader_feature_local _VC_ENABLE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "WF_UnToon.cginc"
ENDCG
}
Pass {
Name "MAIN_BACK"
Tags { "LightMode" = "ForwardBase" }
Cull FRONT
ZWrite OFF
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref [_StencilMaskID]
ReadMask 15
Comp equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#define _WF_ALPHA_FRESNEL
#define _WF_FACE_BACK
#pragma shader_feature_local _AO_ENABLE
#pragma shader_feature_local _BK_ENABLE
#pragma shader_feature_local _CH_ENABLE
#pragma shader_feature_local _CL_ENABLE
#pragma shader_feature_local _ES_ENABLE
#pragma shader_feature_local _HL_ENABLE
#pragma shader_feature_local _LM_ENABLE
#pragma shader_feature_local _MT_ENABLE
#pragma shader_feature_local _NM_ENABLE
#pragma shader_feature_local _OL_ENABLE
#pragma shader_feature_local _TR_ENABLE
#pragma shader_feature_local _TS_ENABLE
#pragma shader_feature_local _VC_ENABLE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
uniform float _AL_StencilPower;
#define _AL_CustomValue _AL_StencilPower
#include "WF_UnToon.cginc"
ENDCG
}
Pass {
Name "MAIN_FRONT"
Tags { "LightMode" = "ForwardBase" }
Cull BACK
ZWrite [_AL_ZWrite]
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref [_StencilMaskID]
ReadMask 15
Comp equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#define _WF_ALPHA_FRESNEL
#pragma shader_feature_local _AO_ENABLE
#pragma shader_feature_local _BK_ENABLE
#pragma shader_feature_local _CH_ENABLE
#pragma shader_feature_local _CL_ENABLE
#pragma shader_feature_local _ES_ENABLE
#pragma shader_feature_local _HL_ENABLE
#pragma shader_feature_local _LM_ENABLE
#pragma shader_feature_local _MT_ENABLE
#pragma shader_feature_local _NM_ENABLE
#pragma shader_feature_local _OL_ENABLE
#pragma shader_feature_local _TR_ENABLE
#pragma shader_feature_local _TS_ENABLE
#pragma shader_feature_local _VC_ENABLE
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing
uniform float _AL_StencilPower;
#define _AL_CustomValue _AL_StencilPower
#include "WF_UnToon.cginc"
ENDCG
}
UsePass "UnlitWF/WF_UnToon_Transparent/SHADOWCASTER"
UsePass "UnlitWF/WF_UnToon_Transparent/META"
}
FallBack "UnlitWF/UnToon_Mobile/WF_UnToon_Mobile_Transparent"
CustomEditor "UnlitWF.ShaderCustomEditor"
}