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Intensity", Range(0, 1)) = 0 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float _Shadows; + float3 LerpnegLerp( float3 Norm , float3 Light , float Slider ){ + float3 retVal = Norm; + + int pos = sign(Slider); + + retVal = lerp(Norm,(pos * Light), (pos * Slider) / 2); + + return retVal; + + } + + uniform float4 _HighLight; + uniform float4 _LowLight; + uniform float _Gradiant; + float CeilifGrad( float Input , float Slider ){ + float retVal; + + float t = ((Input + Slider)/(2*Slider)); + retVal = lerp (0,1,t); + + return clamp (retVal, 0.0, 1.0); + + } + + uniform float _PenIntensity; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform sampler2D _GradientMap; uniform float4 _GradientMap_ST; + uniform sampler2D _LowLightTexture; uniform float4 _LowLightTexture_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + LIGHTING_COORDS(5,6) + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float4 _LowLightTexture_var = tex2D(_LowLightTexture,TRANSFORM_TEX(i.uv0, _LowLightTexture)); + float4 _GradientMap_var = tex2D(_GradientMap,TRANSFORM_TEX(i.uv0, _GradientMap)); + float3 finalColor = lerp((_LowLight.rgb*_LowLightTexture_var.rgb),(_LowLightTexture_var.rgb*_HighLight.rgb),(CeilifGrad( dot(LerpnegLerp( normalDirection , lightDirection , _Shadows ),lightDirection) , saturate((_Gradiant+_GradientMap_var.r)) )*lerp(1.0,attenuation,_PenIntensity))); + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader.meta b/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader.meta new file mode 100644 index 0000000..5257271 --- /dev/null +++ b/IronToad_UnityProject/Assets/Shaders/OneTextureDiffuse.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5c69cba9db30ed843a2836477fc5fca3 +timeCreated: 1484973430 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader new file mode 100644 index 0000000..63221f2 --- /dev/null +++ b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader @@ -0,0 +1,125 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.30 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|normal-7335-RGB,custl-4882-OUT,olcol-2127-OUT;n:type:ShaderForge.SFN_Dot,id:6424,x:31547,y:33253,varname:node_6424,prsc:2,dt:0|A-3093-OUT,B-321-OUT;n:type:ShaderForge.SFN_Slider,id:5658,x:30329,y:33392,ptovrint:False,ptlb:Shadows,ptin:_Shadows,varname:node_5658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_NormalVector,id:7295,x:30447,y:33021,prsc:2,pt:True;n:type:ShaderForge.SFN_LightVector,id:7110,x:30447,y:33197,varname:node_7110,prsc:2;n:type:ShaderForge.SFN_Code,id:3093,x:30813,y:33114,varname:node_3093,prsc:2,code:ZgBsAG8AYQB0ADMAIAByAGUAdABWAGEAbAAgAD0AIABOAG8AcgBtADsACgAKAGkAbgB0ACAAcABvAHMAIAA9ACAAcwBpAGcAbgAoAFMAbABpAGQAZQByACkAOwAKAAoAcgBlAHQAVgBhAGwAIAA9ACAAbABlAHIAcAAoAE4AbwByAG0ALAAoAHAAbwBzACAAKgAgAEwAaQBnAGgAdAApACwAIAAoAHAAbwBzACAAKgAgAFMAbABpAGQAZQByACkAIAAvACAAMgApADsACgAKAHIAZQB0AHUAcgBuACAAcgBlAHQAVgBhAGwAOwAKAA==,output:2,fname:LerpnegLerp,width:422,height:155,input:2,input:2,input:0,input_1_label:Norm,input_2_label:Light,input_3_label:Slider|A-7295-OUT,B-7110-OUT,C-5658-OUT;n:type:ShaderForge.SFN_Color,id:9263,x:31810,y:32895,ptovrint:False,ptlb:HighLight,ptin:_HighLight,varname:node_9263,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Color,id:6362,x:31810,y:32402,ptovrint:False,ptlb:LowLight,ptin:_LowLight,varname:_HighLight_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Lerp,id:4882,x:32569,y:32899,varname:node_4882,prsc:2|A-2411-OUT,B-982-OUT,T-4220-OUT;n:type:ShaderForge.SFN_Relay,id:2127,x:32559,y:32659,varname:node_2127,prsc:2|IN-2411-OUT;n:type:ShaderForge.SFN_Slider,id:260,x:31143,y:33716,ptovrint:False,ptlb:Gradiant,ptin:_Gradiant,varname:node_260,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:-1,max:1;n:type:ShaderForge.SFN_Code,id:9708,x:32006,y:33414,varname:node_9708,prsc:2,code:ZgBsAG8AYQB0ACAAcgBlAHQAVgBhAGwAOwAKAAoAZgBsAG8AYQB0ACAAdAAgAD0AIAAoACgASQBuAHAAdQB0ACAAKwAgAFMAbABpAGQAZQByACkALwAoADIAKgBTAGwAaQBkAGUAcgApACkAOwAKAHIAZQB0AFYAYQBsACAAPQAgAGwAZQByAHAAIAAoADAALAAxACwAdAApADsACgAKAHIAZQB0AHUAcgBuACAAYwBsAGEAbQBwACAAKAByAGUAdABWAGEAbAAsACAAMAAuADAALAAgADEALgAwACkAOwAKAA==,output:0,fname:CeilifGrad,width:339,height:149,input:0,input:0,input_1_label:Input,input_2_label:Slider|A-6424-OUT,B-257-OUT;n:type:ShaderForge.SFN_LightVector,id:321,x:31167,y:33337,varname:node_321,prsc:2;n:type:ShaderForge.SFN_Slider,id:3114,x:32033,y:33977,ptovrint:False,ptlb:Pen. 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Intensity", Range(0, 1)) = 0 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float _Shadows; + float3 LerpnegLerp( float3 Norm , float3 Light , float Slider ){ + float3 retVal = Norm; + + int pos = sign(Slider); + + retVal = lerp(Norm,(pos * Light), (pos * Slider) / 2); + + return retVal; + + } + + uniform float4 _HighLight; + uniform float4 _LowLight; + uniform float _Gradiant; + float CeilifGrad( float Input , float Slider ){ + float retVal; + + float t = ((Input + Slider)/(2*Slider)); + retVal = lerp (0,1,t); + + return clamp (retVal, 0.0, 1.0); + + } + + uniform float _PenIntensity; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform sampler2D _GradientMap; uniform float4 _GradientMap_ST; + uniform sampler2D _LowLightTexture; uniform float4 _LowLightTexture_ST; + uniform fixed _UseTextures; + uniform sampler2D _HighLightTexture_copy; uniform float4 _HighLightTexture_copy_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + LIGHTING_COORDS(5,6) + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap))); + float3 normalLocal = _NormalMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float4 _LowLightTexture_var = tex2D(_LowLightTexture,TRANSFORM_TEX(i.uv0, _LowLightTexture)); + float3 node_2411 = lerp(_LowLight.rgb,_LowLightTexture_var.rgb,_UseTextures); + float4 _HighLightTexture_copy_var = tex2D(_HighLightTexture_copy,TRANSFORM_TEX(i.uv0, _HighLightTexture_copy)); + float4 _GradientMap_var = tex2D(_GradientMap,TRANSFORM_TEX(i.uv0, _GradientMap)); + float3 finalColor = lerp(node_2411,lerp(_HighLight.rgb,_HighLightTexture_copy_var.rgb,_UseTextures),(CeilifGrad( dot(LerpnegLerp( normalDirection , lightDirection , _Shadows ),lightDirection) , saturate((_Gradiant+_GradientMap_var.r)) )*lerp(1.0,attenuation,_PenIntensity))); + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader.meta b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader.meta new file mode 100644 index 0000000..d751aa7 --- /dev/null +++ b/IronToad_UnityProject/Assets/Shaders/TwoToneDiffuse.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5a54ffaff2b76814ca8e6209d7912ba2 +timeCreated: 1484972480 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity b/IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity index 1c698e5..32b8c84 100644 Binary files a/IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity and b/IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity differ