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