146 lines
4.4 KiB
Plaintext
146 lines
4.4 KiB
Plaintext
Shader "ToonSketch/Basic"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[Enum(Soft,0,Hard,1)] _Style("Style", Float) = 0
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[Enum(Off,0,Front,1,Back,2)] _Cull("Cull Mode", Float) = 2
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[Enum(Opaque,0,Cutout,1,Fade,2,Transparent,3)] _Blend("Blend Mode", Float) = 0
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[Toggle(_TS_RAMPTEX_ON)] _Ramp("Ramp Texture?", Float) = 0
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[NoScaleOffset] _RampTex("Ramp Texture", 2D) = "white" {}
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_RampThreshold("Ramp Threshold", Range(0, 1)) = 0.5
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_RampCutoff("Ramp Cutoff", Range(0, 1)) = 0.1
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[Toggle(_TS_BUMPMAP_ON)] _Bump("Bump Mapping?", Float) = 0
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[Normal] _BumpMap("Bump Map", 2D) = "bump" {}
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_BumpScale("Bump Strength", Range(0, 1)) = 1
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[Toggle(_TS_SPECULAR_ON)] _Specular("Specular Highlights?", Float) = 0
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_SpecularTex("Specular Texture", 2D) = "white" {}
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_SpecularColor("Specular Color", Color) = (1, 1, 1)
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[Enum(Additive,0,Multiply,1)] _SpecularType("Specular Type", Float) = 0
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[Enum(Albedo Alpha,0,Specular Alpha,1)] _SmoothnessType("Smoothness Type", Float) = 0
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_Smoothness("Smoothness", Range(0, 1)) = 0.5
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[Toggle(_TS_GLOSSREFLECT_ON)] _GlossyReflections("Glossy Reflections?", Float) = 1.0
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_SpecularThreshold("Specular Threshold", Range(0, 1)) = 0.5
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_SpecularCutoff("Specular Cutoff", Range(0, 1)) = 0.1
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_SpecularIntensity("Specular Intensity", Range(0, 10)) = 1
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[Toggle(_TS_RIMLIGHT_ON)] _RimLighting("Rim Lighting?", Float) = 0
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_RimColor("Rim Color", Color) = (1, 1, 1, 1)
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[Enum(Additive,0,Multiply,1)] _RimType("Rim Type", Float) = 0
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[Toggle(_TS_RIMCOLORING_ON)] _RimColoring("Rim Use Color?", Float) = 1
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_RimMin("Rim Min", Range(0, 1)) = 0.6
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_RimMax("Rim Max", Range(0, 1)) = 0.8
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_RimIntensity("Rim Intensity", Range(0, 10)) = 1
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[Toggle(_TS_IGNOREINDIRECT_ON)] _IgnoreIndirect("Ignore Indirect Lighting?", Float) = 0
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[HideInInspector] _SrcBlend("__src", Float) = 1
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[HideInInspector] _DstBlend("__dst", Float) = 0
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[HideInInspector] _ZWrite("__zw", Float) = 1
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}
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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT SpecularSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 200
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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Cull [_Cull]
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ZWrite [_ZWrite]
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _ _TS_RAMPTEX_ON
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#pragma shader_feature _ _TS_BUMPMAP_ON
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#pragma shader_feature _ _TS_SPECULAR_ON
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#pragma shader_feature _ _TS_GLOSSREFLECT_ON
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#pragma shader_feature _ _TS_RIMLIGHT_ON
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#pragma shader_feature _ _TS_RIMCOLORING_ON
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#pragma shader_feature _ _TS_IGNOREINDIRECT_ON
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex TS_VertForwardBase
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#pragma fragment TS_FragForwardBase
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#include "../../Shared/Shaders/TS_Forward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Cull [_Cull]
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Fog { Color (0,0,0,0) }
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _ _TS_RAMPTEX_ON
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#pragma shader_feature _ _TS_BUMPMAP_ON
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#pragma shader_feature _ _TS_SPECULAR_ON
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#pragma shader_feature _ _TS_GLOSSREFLECT_ON
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#pragma shader_feature _ _TS_RIMLIGHT_ON
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#pragma shader_feature _ _TS_RIMCOLORING_ON
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex TS_VertForwardAdd
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#pragma fragment TS_FragForwardAdd
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#include "../../Shared/Shaders/TS_Forward.cginc"
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ENDCG
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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Cull [_Cull]
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ZWrite On
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _ _TS_BUMPMAP_ON
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ToonSketchBasicShaderGUI"
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}
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