133 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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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