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