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// 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
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Shader "Geomantle/TwoToneDiffuse" {
Properties {
_Shadows ("Shadows", Range(-1, 1)) = 0
_Gradiant ("Gradiant", Range(-1, 1)) = -1
_HighLight ("HighLight", Color) = (1,0.5,0.5,1)
_LowLight ("LowLight", Color) = (0,0.5,0.5,1)
[MaterialToggle] _UseTextures ("Use Textures", Float ) = 0
_HighLightTexture_copy ("HighLight Texture_copy", 2D) = "white" {}
_LowLightTexture ("LowLight Texture", 2D) = "black" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_GradientMap ("Gradient Map", 2D) = "black" {}
_PenIntensity ("Pen. 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
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdadd_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(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
////// 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 * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}