// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Character/Character,Dissolve"
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{
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Properties
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{
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_TintColor ("Tint Color", Vector) = (1, 1, 1, 1)
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_MainTex ("Main Texture", 2D) = "white" { }
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_ChanTex ("Spec Texture", 2D) = "white" { }
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_CubeMap ("Cubemap", CUBE) = "white" { }
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_Dissolve ("Dissolve", Range(3, 0)) = 3
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[HideInInspector] _Hit ("Hidden Hit", Float) = 0
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[HideInInspector] _BaTi ("Hidden BaTi", Float) = 0
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}
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Subshader
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{
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Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
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Pass
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{
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AlphaTest Greater 0
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Cull Off
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Fog
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{
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Mode Off
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#pragma multi_compile QUALITY_LOW QUALITY_MED QUALITY_HGH
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#pragma exclude_renderers flash
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#include "UnityCG.cginc"
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#include "SnxxzCG.cginc"
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#if !defined(SHADOWS_OFF)
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#include "AutoLight.cginc"
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#endif
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struct vertexInput
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{
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half4 vertex: POSITION;
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half3 normal: NORMAL;
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half4 tangent: TANGENT;
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half2 texcoord: TEXCOORD0;
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};
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struct vertShader
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{
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// basics
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half4 pos: SV_POSITION;
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half2 uv1: TEXCOORD0;
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// frag lighting
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#ifdef QUALITY_HGH
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half3 spc: TEXCOORD2;
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half3 rim: TEXCOORD3;
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half shd: TEXCOORD4;
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//half3 lgt : TEXCOORD5;
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half3 ref: TEXCOORD6;
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#endif
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#ifdef QUALITY_MED
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half3 spc: TEXCOORD2;
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half3 rim: TEXCOORD3;
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half shd: TEXCOORD4;
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//half3 lgt : TEXCOORD5;
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#endif
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#ifdef QUALITY_LOW
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half3 spc: TEXCOORD2;
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half3 rim: TEXCOORD3;
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half shd: TEXCOORD4;
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//half3 lgt : TEXCOORD5;
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#endif
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#if !defined(SHADOWS_OFF)
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SHADOW_COORDS(7)
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#endif
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};
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// assets
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uniform sampler2D _MainTex;
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uniform sampler2D _ChanTex;
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uniform samplerCUBE _CubeMap;
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uniform float _Dissolve;
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// properties
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uniform half _Hit;
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uniform half _BaTi;
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uniform fixed3 _TintColor;
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vertShader vert(vertexInput v)
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{
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vertShader o;
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// pos and uv tex coord
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv1 = v.texcoord;
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// frag lighting
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#ifdef QUALITY_HGH
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half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
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half3 worldNormal = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
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half dotprod = max(0, dot(v.normal, normalize(ObjSpaceViewDir(v.vertex))));
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o.spc = pow(dotprod, 10) * _Gbl_Spc;
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o.rim = pow(1 - dotprod, 2) * _Gbl_Rim;
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o.shd = max(0, dot(worldNormal, lightDirect));
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o.ref = reflect(normalize(worldVertex - _WorldSpaceCameraPos), worldNormal);
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#endif
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#ifdef QUALITY_MED
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half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
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half3 worldNormal = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
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half dotprod = max(0, dot(v.normal, normalize(ObjSpaceViewDir(v.vertex))));
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o.spc = pow(dotprod, 10) * _Gbl_Spc;
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o.rim = pow(1 - dotprod, 2) * _Gbl_Rim;
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o.shd = max(0, dot(worldNormal, lightDirect));
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#endif
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#ifdef QUALITY_LOW
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half3 worldNormal = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
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half dotprod = max(0, dot(v.normal, normalize(ObjSpaceViewDir(v.vertex))));
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o.spc = pow(dotprod, 10) * _Gbl_Spc * 0.5;
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o.rim = pow(1 - dotprod, 2) * _Gbl_Rim;
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o.shd = max(0, dot(worldNormal, lightDirect));
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#endif
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// hit effect
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//half hit = max ( 0, _Hit * pow ( 1.0 - max ( 0, dot ( v.normal, normalize ( ObjSpaceViewDir ( v.vertex ) ) ) ), 4 ) ); // hit effect
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//half3 bati = _BaTi * half3(1,0,0) * sin ( _Time.z * 3 );
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// vertex lighting
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//o.lgt = inlineLights ( worldVertex ) + hit + bati * bati;
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//o.lgt = hit + bati * bati;
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#if !defined(SHADOWS_OFF)
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TRANSFER_SHADOW(o);
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#endif
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return o;
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}
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fixed4 frag(vertShader i): SV_Target
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{
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// textures
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fixed3 outcolor = tex2D(_MainTex, i.uv1).rgb;
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fixed outalpha = _Dissolve - outcolor.r - outcolor.g - outcolor.b;
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// channels
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#ifndef QUALITY_LOW
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fixed3 channels = tex2D(_ChanTex, i.uv1);
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#endif
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// phong shadows
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#ifdef QUALITY_HGH
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fixed shdlight = smoothstep(0.2, 0.3, i.shd * channels.b);
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#endif
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#ifdef QUALITY_MED
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fixed shdlight = smoothstep(0.2, 0.3, i.shd * channels.b);
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#endif
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#ifdef QUALITY_LOW
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fixed shdlight = step(0.25, i.shd);
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#endif
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// realtime shadows
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#if !defined(SHADOWS_OFF)
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shdlight *= SHADOW_ATTENUATION(i);
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#endif
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// spec, rim
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#ifdef QUALITY_HGH
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fixed3 spclight = i.spc * channels.r;
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fixed3 rimlight = i.rim * channels.b;
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#endif
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#ifdef QUALITY_MED
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fixed3 spclight = i.spc * channels.r;
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fixed3 rimlight = i.rim * channels.b;
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#endif
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#ifdef QUALITY_LOW
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fixed3 spclight = i.spc;
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fixed3 rimlight = i.rim;
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#endif
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// reflection
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#ifdef QUALITY_HGH
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fixed3 reflight = texCUBE(_CubeMap, i.ref);
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reflight *= 0.5 + outcolor;
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outcolor = lerp(outcolor, reflight, channels.g);
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#endif
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// composite
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#ifdef QUALITY_HGH
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outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt * shdlight;
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outcolor *= 0.6 + spclight + rimlight;// + i.lgt;
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#endif
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#ifdef QUALITY_MED
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outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt * shdlight;
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outcolor *= 0.5 + spclight + rimlight;// + i.lgt;
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#endif
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#ifdef QUALITY_LOW
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outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt * shdlight;
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outcolor *= 0.4 + spclight + rimlight;// + i.lgt;
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#endif
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outcolor *= _TintColor;
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return fixed4(outcolor.rgb, outalpha);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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