lcy
2025-01-07 5e43c2423ea665720118a324e0caa8943e94551b
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
Shader "Character/Character,Spec,Emission,Flow"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" { }
        _ChanTex ("Spec Texture", 2D) = "white" { }
        _AddTex ("Add Texture", 2D) = "white" { }
        [HideInInspector]_NormalTex ("Normal Texture", 2D) = "white" { }
        
        _FlowColor ("FlowColor", Color) = (1, 1, 1, 1)
        _FlowSpeed ("FlowSpeed", Range(0, 1)) = 0
        _FlowIntensity ("FlowIntensity", Range(0, 2)) = 0
        _FlowDirectionH ("FlowDirectionH", Range(-1, 1)) = 0
        _FlowDirectionV ("FlowDirectionV", Range(-1, 1)) = 0
        
        _SelfLuminousColor ("SelfLuminousColor", Color) = (1, 1, 1, 1)
        _SelfLuminousSpeed ("SelfLuminousSpeed", Range(0, 1)) = 0
        _SelfLuminousIntensity ("SelfLuminousIntensity", Range(0, 2)) = 0
        
        _Hit ("FlashWhite", Range(0, 1)) = 0
        _BaTi ("FlashRed", Range(0, 2)) = 0
    }
    
    Subshader
    {
        
        Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
        
        Pass
        {
            Cull Back
            Fog
            {
                Mode Off
            }
            
            CGPROGRAM
            
            #pragma target 3.0
            #pragma vertex vert
            #pragma fragment frag
            
            
            #pragma multi_compile_fwdbase
            
            #pragma exclude_renderers flash
            
            #include "UnityCG.cginc"
            #include "SnxxzCG.cginc"
            
            #if !defined(SHADOWS_OFF)
                #include "AutoLight.cginc"
            #endif
            
            struct vertexInput
            {
                half4 vertex: POSITION;
                half3 normal: NORMAL;
                half4 tangent: TANGENT;
                half2 texcoord: TEXCOORD0;
            };
            
            struct vertShader
            {
                // basics
                half4 pos: SV_POSITION;
                half2 uv1: TEXCOORD0;
                
                // frag lighting
                half3 nrm: TEXCOORD1;
                half3 tng: TEXCOORD2;
                half3 bin: TEXCOORD3;
                half3 cam: TEXCOORD4;
                half3 lgt: TEXCOORD5;
                half3 ref: TEXCOORD6;
                
                #if !defined(SHADOWS_OFF)
                    SHADOW_COORDS(7)
                #endif
                
                //half1 shd : TEXCOORD5;
            };
            // assets
            uniform sampler2D _MainTex;
            uniform sampler2D _ChanTex;
            uniform sampler2D _AddTex;
            uniform sampler2D    _NormalTex;
            
            // properties
            uniform half _Hit;
            uniform half _BaTi;
            
            vertShader vert(vertexInput v)
            {
                vertShader o;
                half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
                
                // pos and uv tex coord
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv1 = v.texcoord;
                
                // frag lighting
                o.nrm = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
                o.tng = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
                o.bin = normalize(cross(o.nrm, o.tng) * v.tangent.w);
                o.cam = normalize(WorldSpaceViewDir(v.vertex));
                o.ref = normalize(worldVertex - _WorldSpaceCameraPos);
                
                // probes
                //half2 prb = inlineShadeProbes ( half4 (o.nrm, 1) ); // probes
                //o.shd = prb.r; //shadowmask
                
                // hit effect
                //    half hit = max ( 0, _Hit * pow ( 1.0 - max ( 0, dot ( v.normal, normalize ( ObjSpaceViewDir ( v.vertex ) ) ) ), 4 ) ); // hit effect
                half hit = _Hit;
                half3 bati = _BaTi * half3(1, 0, 0) * sin(_Time.z * 3);
                
                // vertex lighting
                //o.lgt = inlineLights ( worldVertex ) + hit + bati * bati;
                o.lgt = 0.6 + hit + bati * bati;
                
                #if !defined(SHADOWS_OFF)
                    TRANSFER_SHADOW(o);
                #endif
                
                return o;
            }
            
            fixed4 _FlowColor;
            fixed _FlowSpeed;
            fixed _FlowDirectionH;
            fixed _FlowDirectionV;
            fixed _FlowIntensity;
            
            fixed4    _SelfLuminousColor;
            fixed _SelfLuminousSpeed;
            fixed _SelfLuminousIntensity;
            
            fixed4 frag(vertShader i): SV_Target
            {
                
                // textures
                fixed3 outcolor = tex2D(_MainTex, i.uv1);
                fixed3 channels = tex2D(_ChanTex, i.uv1);
                fixed3 addchannels = tex2D(_AddTex, i.uv1);
                fixed3 bumpmap = tex2D(_NormalTex, i.uv1);
                
                // normals
                fixed3 normRG = fixed3(bumpmap.rg, 1) - fixed3(0.5, 0.5, 0.5);
                fixed3x3 matrixDIR = half3x3(i.tng, i.bin, i.nrm);
                fixed3 normDIR = normalize(mul(normRG, matrixDIR));
                
                // shadows
                #if !defined(SHADOWS_OFF)
                    fixed shdlight = dot(_WorldSpaceLightPos0, normDIR) * channels.b * min(1, SHADOW_ATTENUATION(i) + bumpmap.b);
                #else
                    fixed shdlight = dot(_WorldSpaceLightPos0, normDIR) * channels.b;
                #endif
                shdlight = smoothstep(0.333, 0.333 + 0.666 * bumpmap.b, shdlight);
                
                // spec, rim
                fixed dotprod = max(0, dot(i.cam, normDIR));
                fixed spclight = pow(dotprod, 30) * channels.r;
                fixed rimlight = pow(1 - dotprod, 2) * channels.b * 0.5;
                fixed3 additive = 1 * spclight + 1 * rimlight + i.lgt;
                
                // composite
                outcolor *= 0.3 + 1 + 1 * shdlight;
                outcolor *= 0.6 + additive;
                
                fixed timeadd = _Time.x * _FlowSpeed * 100;
                
                fixed uvshiftH = (timeadd - floor(timeadd)) * _FlowDirectionH;
                fixed uvshiftV = (timeadd - floor(timeadd)) * _FlowDirectionV;
                
                fixed addChannelsB = tex2D(_AddTex, i.uv1 + fixed2(uvshiftH, uvshiftV)).b;
                outcolor += _FlowColor * addchannels.r * _FlowIntensity * addChannelsB;
                
                outcolor += _SelfLuminousColor * addchannels.g * (sin(_Time.x * _SelfLuminousSpeed * 200) * 0.5 + 0.5) * _SelfLuminousIntensity;
                
                return fixed4(outcolor.rgb, 1);
            }
            
            ENDCG
            
        }
    }
    FallBack "Diffuse"
}