lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
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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, In-Game ,Additive"
{
    Properties
    {
        _MainTex("Main Texture", 2D) = "white" {}
        _ChanTex("Add Texture", 2D) = "black" {}
 
        _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 Off
                Fog {Mode Off}
                Blend SrcAlpha OneMinusSrcAlpha
 
                CGPROGRAM
                #pragma target 3.0
                #pragma vertex vert
                #pragma fragment frag
 
                #pragma multi_compile_fwdbase
                #pragma multi_compile QUALITY_LOW QUALITY_MED QUALITY_HGH
 
                #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
                    #ifdef QUALITY_HGH
                        half3 spc : TEXCOORD2;
                        half3 rim : TEXCOORD3;
                        half shd : TEXCOORD4;
                        half3 lgt : TEXCOORD5;
                        half3 ref : TEXCOORD6;
                    #endif
                    #ifdef QUALITY_MED
                        half3 spc : TEXCOORD2;
                        half3 rim : TEXCOORD3;
                        half shd : TEXCOORD4;
                        half3 lgt : TEXCOORD5;
                    #endif
                    #ifdef QUALITY_LOW
                        //half3 spc : TEXCOORD2;
                        //half3 rim : TEXCOORD3;
                        //half shd : TEXCOORD4;
                        half3 lgt : TEXCOORD5;
                    #endif
 
                    #if !defined (SHADOWS_OFF)
                        SHADOW_COORDS(7)
                    #endif
 
                };
                // assets
                uniform sampler2D _MainTex;
                uniform sampler2D _ChanTex;
 
                // properties
                uniform half _Hit;
                uniform half _BaTi;
 
            vertShader vert(vertexInput v)
            {
                vertShader o;
 
                // pos and uv tex coord
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv1 = v.texcoord;
 
                // frag lighting
                #ifdef QUALITY_HGH
                    half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
                    half3 worldNormal = normalize(mul(half4 (v.normal, 0.0), unity_WorldToObject).xyz);
                    half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
                    half dotprod = max(0, dot(v.normal, normalize(ObjSpaceViewDir(v.vertex))));
                    o.spc = pow(dotprod, 10) * _Gbl_Spc;
                    o.rim = pow(1 - dotprod, 2) * _Gbl_Rim;
                    o.shd = max(0, dot(worldNormal, lightDirect));
                    o.ref = reflect(normalize(worldVertex - _WorldSpaceCameraPos), worldNormal);
                #endif
                #ifdef QUALITY_MED
                    half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
                    half3 worldNormal = normalize(mul(half4 (v.normal, 0.0), unity_WorldToObject).xyz);
                    half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
                    half dotprod = max(0, dot(v.normal, normalize(ObjSpaceViewDir(v.vertex))));
                    o.spc = pow(dotprod, 10) * _Gbl_Spc;
                    o.rim = pow(1 - dotprod, 2) * _Gbl_Rim;
                    o.shd = max(0, dot(worldNormal, lightDirect));
                #endif
                #ifdef QUALITY_LOW
                    //half3 worldNormal = normalize ( mul ( half4 ( v.normal, 0.0 ), _World2Object ).xyz );
                    //half3 lightDirect = normalize(_WorldSpaceLightPos0.xyz);
                    //half dotprod = max ( 0, dot ( v.normal, normalize ( ObjSpaceViewDir ( v.vertex ) ) ) );
                    //o.spc = pow ( dotprod, 10 ) * _Gbl_Spc * 0.1;
                    //o.rim = pow ( 1 - dotprod, 2 ) * _Gbl_Rim;
                    //o.shd = max ( 0, dot ( worldNormal, lightDirect ) );
                #endif
 
                //half hit = max ( 0, _Hit * pow ( 1.0 - max ( 0, dot ( v.normal, normalize ( ObjSpaceViewDir ( v.vertex ) ) ) ), 3 ) ); // hit effect
                half hit = _Hit;
                half3 bati = half3(_BaTi,0,0) *sin(_Time.x * 60);
                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
                fixed4 inputColor= tex2D(_MainTex, i.uv1);
            fixed3 outcolor = inputColor.rgb;
            fixed a = inputColor.a;
 
                fixed3 channels = tex2D(_ChanTex, i.uv1);
 
                // channels
                #ifndef QUALITY_LOW
 
                #endif
 
                // phong shadows
                #ifdef QUALITY_HGH
                    fixed shdlight = smoothstep(0.2, 0.3, i.shd * channels.b);
                #endif
                #ifdef QUALITY_MED
                    fixed shdlight = step(0.25, i.shd * channels.b);
                #endif
                #ifdef QUALITY_LOW
                    //fixed shdlight = i.shd;
                #endif
 
                // realtime shadows
                #ifndef QUALITY_LOW
                    #if !defined (SHADOWS_OFF)
                        shdlight *= SHADOW_ATTENUATION(i);
                    #endif
                #endif
 
                        // spec, rim
                        #ifdef QUALITY_HGH
                            fixed3 spclight = i.spc * channels.rrr;
                            fixed3 rimlight = i.rim * channels.bbb;
                        #endif
                        #ifdef QUALITY_MED
                            fixed3 spclight = i.spc * channels.rrr;
                            fixed3 rimlight = i.rim * channels.bbb;
                        #endif
                        #ifdef QUALITY_LOW
                        #endif
 
                            // composite
                            #ifdef QUALITY_HGH
                                outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt * shdlight;
                                outcolor *= spclight + rimlight + i.lgt;
                            #endif
                            #ifdef QUALITY_MED
                                outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt * shdlight;
                                outcolor *= spclight + rimlight + i.lgt;
                            #endif
                            #ifdef QUALITY_LOW
                                outcolor *= 0.2 + _Gbl_Amb + _Gbl_Lgt;
                                outcolor *= i.lgt;
                                #endif
 
                            fixed timeadd = _Time.x * _FlowSpeed * 100;
 
                            fixed uvshiftH =(timeadd - floor(timeadd)) *_FlowDirectionH;
                            fixed uvshiftV = (timeadd - floor(timeadd)) *_FlowDirectionV;
 
                            fixed channelsB = tex2D(_ChanTex, i.uv1+fixed2(uvshiftH, uvshiftV)).b;
                            outcolor += _FlowColor*channels.r*channelsB*_FlowIntensity;
 
                            outcolor += _SelfLuminousColor*channels.g*(sin(_Time.x * _SelfLuminousSpeed * 200)*0.5 + 0.5)*_SelfLuminousIntensity;
 
                            clip(a - 0.01);
                            return fixed4(outcolor.rgb, a);
                    }
 
                    ENDCG
                }
        }
            FallBack "Diffuse"
}