Compare commits
8 Commits
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feature/wo
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2606545d37 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -72,3 +72,4 @@ crashlytics-build.properties
|
||||
# Temporary auto-generated Android Assets
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||
ProjectSettings/ToonyColorsPro.json
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@@ -119,7 +119,7 @@ Material:
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m_BuildTextureStacks: []
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@@ -119,7 +119,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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@@ -34,68 +34,24 @@ Material:
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _EMISSION
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m_ValidKeywords: []
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@@ -112,45 +68,11 @@ Material:
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@@ -18,19 +18,19 @@ MonoBehaviour:
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// Toony Colors Pro+Mobile 2
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// (c) 2014-2025 Jean Moreno
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Shader "Reset/BuildingStyleTest"
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Shader "Reset/BaseStructureShader"
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{
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Properties
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{
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[TCP2HeaderHelp(Base)]
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[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
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[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
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[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
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[MainTexture] _BaseMap ("Albedo", 2D) = "white" {}
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[TCP2Separator]
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[TCP2Header(Ramp Shading)]
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@@ -18,10 +16,33 @@ Shader "Reset/BuildingStyleTest"
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_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
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[TCP2Separator]
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[TCP2HeaderHelp(Normal Mapping)]
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[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
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[TCP2HeaderHelp(Rim Lighting)]
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[Toggle(TCP2_RIM_LIGHTING)] _UseRim ("Enable Rim Lighting", Float) = 0
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[TCP2ColorNoAlpha] _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.5)
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_RimMin ("Rim Min", Range(0,2)) = 0.5
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_RimMax ("Rim Max", Range(0,2)) = 1
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//Rim Direction
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_RimDir ("Rim Direction", Vector) = (0,0,1,1)
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[TCP2Separator]
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[TCP2HeaderHelp(Normal Mapping)]
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[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Mapping", Float) = 0
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[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale ("Scale", Float) = 1
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[NoScaleOffset] _ParallaxMap ("Height Map", 2D) = "black" {}
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_Parallax ("Height", Range(0.005,0.08)) = 0.02
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[TCP2Separator]
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[HideInInspector] __BeginGroup_ShadowHSV ("Shadow Line", Float) = 0
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_ShadowLineThreshold ("Threshold", Range(0,1)) = 0.5
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_ShadowLineSmoothing ("Smoothing", Range(0.001,0.1)) = 0.015
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_ShadowLineStrength ("Strength", Float) = 1
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_ShadowLineColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,1)
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[HideInInspector] __EndGroup ("Shadow Line", Float) = 0
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// Custom Material Properties
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[NoScaleOffset] _BaseColorMap ("Color Map", 2D) = "white" {}
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_BaseColor ("Color", Color) = (1,1,1,1)
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[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
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// Avoid compile error if the properties are ending with a drawer
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@@ -63,21 +84,60 @@ Shader "Reset/BuildingStyleTest"
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// Uniforms
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// Custom Material Properties
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TCP2_TEX2D_WITH_SAMPLER(_BaseColorMap);
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// Shader Properties
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TCP2_TEX2D_WITH_SAMPLER(_ParallaxMap);
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TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
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TCP2_TEX2D_WITH_SAMPLER(_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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// Shader Properties
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float4 _BaseMap_ST;
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// Custom Material Properties
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||||
fixed4 _BaseColor;
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// Shader Properties
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float _Parallax;
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float _BumpScale;
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float _RampThreshold;
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float _RampSmoothing;
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float _ShadowLineThreshold;
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float _ShadowLineStrength;
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float _ShadowLineSmoothing;
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fixed4 _ShadowLineColor;
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float4 _RimDir;
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float _RimMin;
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float _RimMax;
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fixed4 _RimColor;
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fixed4 _SColor;
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fixed4 _HColor;
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CBUFFER_END
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"
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// Calculates UV offset for parallax bump mapping
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inline float2 TCP2_ParallaxOffset( half h, half height, half3 viewDir )
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{
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||||
h = h * height - height/2.0;
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float3 v = normalize(viewDir);
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v.z += 0.42;
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return h * (v.xy / v.z);
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}
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||||
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// Cubic pulse function
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// Adapted from: http://www.iquilezles.org/www/articles/functions/functions.htm (c) 2017 - Inigo Quilez - MIT License
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||||
float linearPulse(float c, float w, float x)
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{
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x = abs(x - c);
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if (x > w)
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{
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return 0;
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}
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x /= w;
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return 1 - x;
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}
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// Built-in renderer (CG) to SRP (HLSL) bindings
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#define UnityObjectToClipPos TransformObjectToHClip
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#define _WorldSpaceLightPos0 _MainLightPosition
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@@ -124,6 +184,11 @@ Shader "Reset/BuildingStyleTest"
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#pragma vertex Vertex
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#pragma fragment Fragment
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//--------------------------------------
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// Toony Colors Pro 2 keywords
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#pragma shader_feature_local_fragment TCP2_RIM_LIGHTING
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#pragma shader_feature_local _NORMALMAP
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// vertex input
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struct Attributes
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{
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@@ -171,8 +236,9 @@ Shader "Reset/BuildingStyleTest"
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Texture Coordinates
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output.pack2.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
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output.pack2.xy = input.texcoord0.xy;
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float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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@@ -208,24 +274,51 @@ Shader "Reset/BuildingStyleTest"
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||||
float3 positionWS = input.worldPosAndFog.xyz;
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float3 normalWS = normalize(input.normal);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
|
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half3 tangentWS = input.pack0.xyz;
|
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half3 bitangentWS = input.pack1.xyz;
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#if defined(_NORMALMAP)
|
||||
half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
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//Parallax Offset
|
||||
float __parallaxHeightMap = ( TCP2_TEX2D_SAMPLE(_ParallaxMap, _ParallaxMap, input.pack2.xy).a );
|
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float __parallaxHeight = ( _Parallax );
|
||||
half height = __parallaxHeightMap;
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(half4(tangentWS, 0), normalWS, viewDirWS);
|
||||
float2 offset = TCP2_ParallaxOffset(height, __parallaxHeight, viewDirTS);
|
||||
input.pack2.xy += offset;
|
||||
#endif
|
||||
|
||||
// Custom Material Properties Sampling
|
||||
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack2.xy).rgba;
|
||||
|
||||
// Shader Properties Sampling
|
||||
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
|
||||
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack2.xy).rgba );
|
||||
float __bumpScale = ( _BumpScale );
|
||||
float4 __albedo = ( value__BaseColorMap.rgba );
|
||||
float4 __mainColor = ( _BaseColor.rgba );
|
||||
float __alpha = ( __albedo.a * __mainColor.a );
|
||||
float __ambientIntensity = ( 1.0 );
|
||||
float __rampThreshold = ( _RampThreshold );
|
||||
float __rampSmoothing = ( _RampSmoothing );
|
||||
float __shadowLineThreshold = ( _ShadowLineThreshold );
|
||||
float __shadowLineStrength = ( _ShadowLineStrength );
|
||||
float __shadowLineSmoothing = ( _ShadowLineSmoothing );
|
||||
float4 __shadowLineColor = ( _ShadowLineColor.rgba );
|
||||
float3 __rimDir = ( _RimDir.xyz );
|
||||
float __rimMin = ( _RimMin );
|
||||
float __rimMax = ( _RimMax );
|
||||
float3 __rimColor = ( _RimColor.rgb );
|
||||
float __rimStrength = ( 1.0 );
|
||||
float3 __shadowColor = ( _SColor.rgb );
|
||||
float3 __highlightColor = ( _HColor.rgb );
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
half4 normalMap = __normalMap;
|
||||
half3 normalTS = UnpackNormal(normalMap);
|
||||
half3 normalTS = UnpackNormalScale(normalMap, __bumpScale);
|
||||
#if defined(_NORMALMAP)
|
||||
normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// main texture
|
||||
half3 albedo = __albedo.rgb;
|
||||
@@ -287,7 +380,30 @@ Shader "Reset/BuildingStyleTest"
|
||||
// apply attenuation
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
half3 color = half3(0,0,0);
|
||||
// Rim Lighting
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
half3 rViewDir = viewDirWS;
|
||||
half3 rimDir = __rimDir;
|
||||
rViewDir = normalize(UNITY_MATRIX_V[0].xyz * rimDir.x + UNITY_MATRIX_V[1].xyz * rimDir.y + UNITY_MATRIX_V[2].xyz * rimDir.z);
|
||||
half rim = 1.0f - saturate(dot(rViewDir, normalWS));
|
||||
rim = ( rim );
|
||||
half rimMin = __rimMin;
|
||||
half rimMax = __rimMax;
|
||||
rim = smoothstep(rimMin, rimMax, rim);
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
//Rim light mask
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
half3 accumulatedColors = ramp * lightColor.rgb;
|
||||
|
||||
@@ -331,9 +447,23 @@ Shader "Reset/BuildingStyleTest"
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
// Rim light mask
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -374,9 +504,23 @@ Shader "Reset/BuildingStyleTest"
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
// Rim light mask
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
}
|
||||
LIGHT_LOOP_END
|
||||
#endif
|
||||
@@ -426,7 +570,8 @@ Shader "Reset/BuildingStyleTest"
|
||||
#if defined(DEPTH_NORMALS_PASS)
|
||||
float3 normalWS : TEXCOORD0;
|
||||
#endif
|
||||
float2 pack0 : TEXCOORD1; /* pack0.xy = texcoord0 */
|
||||
float3 pack0 : TEXCOORD1; /* pack0.xyz = positionWS */
|
||||
float2 pack1 : TEXCOORD2; /* pack1.xy = texcoord0 */
|
||||
#if defined(DEPTH_ONLY_PASS)
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
@@ -463,7 +608,11 @@ Shader "Reset/BuildingStyleTest"
|
||||
#endif
|
||||
|
||||
// Texture Coordinates
|
||||
output.pack0.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||||
output.pack1.xy = input.texcoord0.xy;
|
||||
|
||||
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
||||
output.pack0.xyz = vertexInput.positionWS;
|
||||
|
||||
#if defined(DEPTH_ONLY_PASS)
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Reference in New Issue
Block a user