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											2022-05-18 13:44:19 +00:00
										 |  |  | Shader "Unlit/GradientShader" | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	Properties | 
					
						
							|  |  |  | 	{ | 
					
						
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							|  |  |  | 		_MainTex("MainTex",2D) = "white" {} | 
					
						
							|  |  |  | 		_LightGradient("LitGradient", 2D) = "white" {} | 
					
						
							|  |  |  | 		_LitColor("LitColor", Color) = (1,0,0,1) | 
					
						
							|  |  |  | 		_ShadowColor("ShadowColor", Color) = (0,0,1,1) | 
					
						
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							|  |  |  | 		_SpecGradient("SpecGradient", 2D) = "white" {} | 
					
						
							|  |  |  | 		_SpecColor("SpecColor", Color) = (1,1,0,1) | 
					
						
							|  |  |  | 		_SpecStart("SpecStart", Range(0, 1)) = 1 | 
					
						
							|  |  |  | 		_SpecEnd("SpecEnd", Range(0, 1)) = 0 | 
					
						
							|  |  |  | 		_SpecStrength("SpecStrength", Range(0,1)) = 1 | 
					
						
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							|  |  |  | 		_RimGradient("RimGradient", 2D) = "white" {} | 
					
						
							|  |  |  | 		_RimColor("RimColor", Color) = (0,1,1,1) | 
					
						
							|  |  |  | 		_RimStart("RimStart", Range(0, 1)) = 1 | 
					
						
							|  |  |  | 		_RimEnd("RimEnd", Range(0, 1)) = 0 | 
					
						
							|  |  |  | 		_RimStrength("RimStrength", Range(0,1)) = 0.35 | 
					
						
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							|  |  |  | 	} | 
					
						
							|  |  |  | 		SubShader | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Tags {  | 
					
						
							|  |  |  | 			"RenderType" = "Opaque" | 
					
						
							|  |  |  | 			"LightMode" = "ForwardBase" | 
					
						
							|  |  |  | 			"PassFlags" = "OnlyDirectional" | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			LOD 100 | 
					
						
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											2022-05-23 13:39:59 +00:00
										 |  |  | 			Cull off | 
					
						
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											2022-05-18 13:44:19 +00:00
										 |  |  | 			Pass | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				CGPROGRAM | 
					
						
							|  |  |  | 				#pragma vertex vert | 
					
						
							|  |  |  | 				#pragma fragment frag | 
					
						
							|  |  |  | 				#pragma multi_compile_fwdbase | 
					
						
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							|  |  |  | 				#include "UnityCG.cginc" | 
					
						
							|  |  |  | 				#include "AutoLight.cginc" | 
					
						
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							|  |  |  | 				struct appdata | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					float4 vertex : POSITION; | 
					
						
							|  |  |  | 					float2 uv : TEXCOORD0; | 
					
						
							|  |  |  | 					float3 normal : NORMAL; | 
					
						
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							|  |  |  | 				}; | 
					
						
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							|  |  |  | 				struct v2f | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					float2 uv : TEXCOORD0; | 
					
						
							|  |  |  | 					float4 pos : SV_POSITION; | 
					
						
							|  |  |  | 					float3 worldNormal : NORMAL; | 
					
						
							|  |  |  | 					float3 viewDir : TEXCOORD1; | 
					
						
							|  |  |  | 					SHADOW_COORDS(2) | 
					
						
							|  |  |  | 				}; | 
					
						
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							|  |  |  | 				//Base Lit color and shadow color | 
					
						
							|  |  |  | 				sampler2D _LightGradient; | 
					
						
							|  |  |  | 				//float4 _LightGradient_ST; | 
					
						
							|  |  |  | 				fixed4 _LitColor; | 
					
						
							|  |  |  | 				fixed4 _ShadowColor; | 
					
						
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							|  |  |  | 				//Specular Setting | 
					
						
							|  |  |  | 				sampler2D _SpecGradient; | 
					
						
							|  |  |  | 				fixed4 _SpecColor; | 
					
						
							|  |  |  | 				float _SpecStart; | 
					
						
							|  |  |  | 				float _SpecEnd; | 
					
						
							|  |  |  | 				float _SpecStrength; | 
					
						
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							|  |  |  | 				//Rim | 
					
						
							|  |  |  | 				sampler2D _RimGradient; | 
					
						
							|  |  |  | 				fixed4 _RimColor; | 
					
						
							|  |  |  | 				float _RimStart; | 
					
						
							|  |  |  | 				float _RimEnd; | 
					
						
							|  |  |  | 				float _RimStrength; | 
					
						
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							|  |  |  | 				sampler2D _MainTex; | 
					
						
							|  |  |  | 				float4 _MainTex_ST; | 
					
						
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							|  |  |  | 				v2f vert(appdata v) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					v2f o; | 
					
						
							|  |  |  | 					o.pos = UnityObjectToClipPos(v.vertex); | 
					
						
							|  |  |  | 					o.worldNormal = UnityObjectToWorldNormal(v.normal); | 
					
						
							|  |  |  | 					o.viewDir = WorldSpaceViewDir(v.vertex); | 
					
						
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							|  |  |  | 					o.uv = v.uv + _MainTex_ST.xy * _MainTex_ST.zw; | 
					
						
							|  |  |  | 					TRANSFER_SHADOW(o) | 
					
						
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							|  |  |  | 					return o; | 
					
						
							|  |  |  | 				} | 
					
						
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							|  |  |  | 				fixed4 frag(v2f i) : SV_Target | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					half4 maintex = tex2D(_MainTex,i.uv); | 
					
						
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							|  |  |  | 					//(value - from1) / (to1 - from1) * (to2 - from2) + from2; | 
					
						
							|  |  |  | 					float shadow = SHADOW_ATTENUATION(i); | 
					
						
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							|  |  |  | 					float3 normal = normalize(i.worldNormal); | 
					
						
							|  |  |  | 					float3 viewDir = normalize(i.viewDir); | 
					
						
							|  |  |  | 					float NdotL = dot(_WorldSpaceLightPos0, normal); | 
					
						
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							|  |  |  | 					float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); | 
					
						
							|  |  |  | 					float NdotH = dot(normal, halfVector); | 
					
						
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							|  |  |  | 					float specFac = clamp((NdotL * clamp(NdotH, 0.5, 1) - _SpecStart) / (_SpecEnd - _SpecStart),0,1); | 
					
						
							|  |  |  | 					float specValue = 1 - tex2D(_SpecGradient, specFac).r; | 
					
						
							|  |  |  | 					fixed4 LitColor = lerp(_LitColor, _SpecColor, specValue * _SpecStrength); | 
					
						
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							|  |  |  | 					float LitFac = (NdotL + 1) / 2; | 
					
						
							|  |  |  | 					float LitValue = tex2D(_LightGradient, NdotL).r; | 
					
						
							|  |  |  | 					fixed4 shadowreceivedColor = lerp(_ShadowColor, LitColor, shadow); | 
					
						
							|  |  |  | 					fixed4 shadedColor = lerp(_ShadowColor, shadowreceivedColor, LitValue); | 
					
						
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							|  |  |  | 					float rimFac = clamp((dot(normal, viewDir) - _RimStart) / (_RimEnd - _RimStart) ,0,1); | 
					
						
							|  |  |  | 					float rimValue = tex2D(_RimGradient, rimFac).r; | 
					
						
							|  |  |  | 					fixed4 rimColor = lerp(shadedColor, _RimColor, rimValue * _RimStrength) * maintex; | 
					
						
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							|  |  |  | 					return rimColor; | 
					
						
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							|  |  |  | 				} | 
					
						
							|  |  |  | 				ENDCG | 
					
						
							|  |  |  | 			} | 
					
						
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							|  |  |  | 			UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" | 
					
						
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							|  |  |  | 		} | 
					
						
							|  |  |  | } |