// 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, Frozen"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "white" {}
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_ChanTex ("Spec Texture", 2D) = "white" {}
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_IceTex ("Ice Texture", 2D) = "white" {}
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_CubeMap ("Cubemap", CUBE) = "white" {}
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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 {
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"Queue" = "Geometry"
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"IgnoreProjector" = "True"
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"LightMode" = "ForwardBase"
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}
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Pass
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{
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Cull Back
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Fog {Mode Off}
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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 sampler2D _IceTex;
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uniform samplerCUBE _CubeMap;
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// properties
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uniform half _Hit;
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uniform half _BaTi;
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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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// textures
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fixed3 outcolor = tex2D ( _MainTex, i.uv1) * 0.2;
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outcolor = outcolor.rgb + 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.rrr;
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fixed3 rimlight = i.rim * channels.bbb;
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#endif
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#ifdef QUALITY_MED
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fixed3 spclight = i.spc * channels.rrr;
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fixed3 rimlight = i.rim * channels.bbb;
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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 += tex2D(_IceTex, i.uv1 * 4) * (0.4 + 0.6 * shdlight);
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return fixed4 (outcolor.rgb,1);
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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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