// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/CustomLightingToon" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _ASEOutlineColor( "Outline Color", Color ) = (0,0,0,0) _ASEOutlineWidth( "Outline Width", Float ) = 0.02 _ToonRamp("Toon Ramp", 2D) = "white" {} [HDR]_RimColor("Rim Color", Color) = (0,1,0.8758622,0) _RimPower("Rim Power", Range( 0 , 10)) = 0.5 _RimOffset("Rim Offset", Float) = 0.24 _Diffuse("Diffuse", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ } Cull Front CGPROGRAM #pragma target 3.0 #pragma surface outlineSurf Outline keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:outlineVertexDataFunc uniform fixed4 _ASEOutlineColor; uniform fixed _ASEOutlineWidth; void outlineVertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); v.vertex.xyz += ( v.normal * _ASEOutlineWidth ); } inline fixed4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return fixed4 ( 0,0,0, s.Alpha); } void outlineSurf( Input i, inout SurfaceOutput o ) { o.Emission = _ASEOutlineColor.rgb; o.Alpha = 1; } ENDCG Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldNormal; float3 worldPos; float3 viewDir; INTERNAL_DATA }; struct SurfaceOutputCustomLightingCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; Input SurfInput; UnityGIInput GIData; }; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform sampler2D _ToonRamp; uniform float _RimOffset; uniform float _RimPower; uniform float4 _RimColor; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; #if DIRECTIONAL float ase_lightAtten = data.atten; if( _LightColor0.a == 0) ase_lightAtten = 0; #else float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 ); float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b ); #endif float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw; float3 ase_worldPos = i.worldPos; float3 ase_lightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); float temp_output_3_0 = dot( i.worldNormal , ase_lightDir ); float2 temp_cast_0 = (saturate( (temp_output_3_0*0.5 + 0.5) )).xx; float3 ase_worldNormal = i.worldNormal; float3 ase_indirectDiffuse = ShadeSH9( float4( ase_worldNormal, 1 ) ); float3 temp_cast_2 = (ase_lightAtten).xxx; c.rgb = ( ( ( tex2D( _Diffuse, uv_Diffuse ) * tex2D( _ToonRamp, temp_cast_0 ) ) * ( _LightColor0 * float4( ( ase_indirectDiffuse + temp_cast_2 ) , 0.0 ) ) ) + ( saturate( ( ( ase_lightAtten * temp_output_3_0 ) * pow( ( 1.0 - saturate( ( dot( i.worldNormal , i.viewDir ) + _RimOffset ) ) ) , _RimPower ) ) ) * ( _RimColor * _LightColor0 ) ) ).rgb; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 # include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD6; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord.xy = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.viewDir = worldViewDir; surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=10003 468;546;979;430;2767.59;654.1011;3.999999;True;False Node;AmplifyShaderEditor.CommentaryNode;49;-2016,528;Float;False;507.201;385.7996;Comment;3;36;37;38;N . 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