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Unknown_PlayerCartoon2.shader
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// Shader created with Shader Forge v1.38
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:False,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.1331612,fgcg:0.127848,fgcb:0.1603774,fgca:1,fgde:0.06,fgrn:34.7,fgrf:79.6,stcl:False,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:8389,x:34014,y:32127,varname:node_8389,prsc:2|diff-2775-OUT,spec-7093-OUT,gloss-9324-OUT,normal-2944-RGB,emission-8874-OUT,clip-3125-OUT,olwid-4443-OUT,olcol-2042-OUT;n:type:ShaderForge.SFN_Tex2d,id:2910,x:33261,y:31802,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_2910,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:49,x:32588,y:33378,ptovrint:False,ptlb:OutLine,ptin:_OutLine,varname:node_49,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:4443,x:32948,y:33144,varname:node_4443,prsc:2|A-2712-OUT,B-49-R;n:type:ShaderForge.SFN_Multiply,id:2042,x:32934,y:32862,varname:node_2042,prsc:2|A-9879-RGB,B-183-RGB;n:type:ShaderForge.SFN_ValueProperty,id:2712,x:32610,y:33272,ptovrint:False,ptlb:OutLinePower,ptin:_OutLinePower,varname:node_2712,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.01;n:type:ShaderForge.SFN_Multiply,id:9844,x:31702,y:33106,varname:node_9844,prsc:2|A-3468-OUT,B-4881-RGB,C-8059-RGB;n:type:ShaderForge.SFN_Tex2d,id:4881,x:31289,y:33080,ptovrint:False,ptlb:LightMask,ptin:_LightMask,varname:node_4881,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_SwitchProperty,id:2703,x:31917,y:33048,ptovrint:False,ptlb:Light,ptin:_Light,varname:node_2703,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-8624-OUT,B-9844-OUT;n:type:ShaderForge.SFN_Vector1,id:8624,x:31702,y:32961,varname:node_8624,prsc:2,v1:0;n:type:ShaderForge.SFN_Add,id:8445,x:33547,y:32403,varname:node_8445,prsc:2|A-1084-OUT,B-2703-OUT,C-1466-OUT;n:type:ShaderForge.SFN_Color,id:8059,x:31262,y:33266,ptovrint:False,ptlb:Lightcolor,ptin:_Lightcolor,varname:node_8059,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Step,id:6031,x:32120,y:31849,varname:node_6031,prsc:2|A-1961-R,B-6679-OUT;n:type:ShaderForge.SFN_Tex2d,id:1961,x:31636,y:31726,ptovrint:False,ptlb:RongJie,ptin:_RongJie,varname:node_1961,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_TexCoord,id:6893,x:31576,y:31903,varname:node_6893,prsc:2,uv:1,uaff:True;n:type:ShaderForge.SFN_ValueProperty,id:641,x:30384,y:31946,ptovrint:False,ptlb:HighLine,ptin:_HighLine,varname:node_641,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Add,id:2673,x:30566,y:31972,varname:node_2673,prsc:2|A-641-OUT,B-4295-Y;n:type:ShaderForge.SFN_ObjectPosition,id:4295,x:30384,y:32033,varname:node_4295,prsc:2;n:type:ShaderForge.SFN_Subtract,id:67,x:30750,y:32078,varname:node_67,prsc:2|A-2673-OUT,B-631-Y;n:type:ShaderForge.SFN_FragmentPosition,id:631,x:30409,y:32213,varname:node_631,prsc:2;n:type:ShaderForge.SFN_Clamp01,id:9564,x:30964,y:31945,varname:node_9564,prsc:2|IN-67-OUT;n:type:ShaderForge.SFN_Multiply,id:2902,x:31903,y:32116,varname:node_2902,prsc:2|A-1961-R,B-8171-OUT;n:type:ShaderForge.SFN_Step,id:1610,x:32140,y:32018,varname:node_1610,prsc:2|A-2902-OUT,B-6679-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:5743,x:32323,y:31944,ptovrint:False,ptlb:SelfUV,ptin:_SelfUV,varname:node_5743,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-6031-OUT,B-1610-OUT;n:type:ShaderForge.SFN_Fresnel,id:8852,x:31261,y:33535,varname:node_8852,prsc:2|EXP-5097-OUT;n:type:ShaderForge.SFN_ValueProperty,id:5097,x:31078,y:33552,ptovrint:False,ptlb:LightFresnelPower,ptin:_LightFresnelPower,varname:node_5097,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Fresnel,id:9068,x:31383,y:32680,varname:node_9068,prsc:2|EXP-4602-OUT;n:type:ShaderForge.SFN_Multiply,id:5478,x:31647,y:32734,varname:node_5478,prsc:2|A-9068-OUT,B-6961-RGB;n:type:ShaderForge.SFN_Color,id:6961,x:31402,y:32840,ptovrint:False,ptlb:Fresnecolor,ptin:_Fresnecolor,varname:_Color_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:Sha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Shader "A201-Shader/未知类型/PlayerCartoon2CIYuan" {
Properties {
_LightDir ("LightDir", 2D) = "white" {}
_Diffuse ("Diffuse", 2D) = "white" {}
[MaterialToggle] _SelfAlpha ("Self Alpha", Float ) = 1
[HDR]_DiffuseCOloer ("DiffuseCOloer", Color) = (0.5,0.5,0.5,1)
_Specular ("Specular", Float ) = 0
_Gloss ("Gloss", Float ) = 0
[HDR]_GampColor ("GampColor", Color) = (0.5,0.5,0.5,1)
[MaterialToggle] _PosGamp ("PosGamp", Float ) = 0
[MaterialToggle] _GampOne ("Gamp One", Float ) = 1
_HighLine ("HighLine", Float ) = 1
[MaterialToggle] _Frenel ("Frenel", Float ) = 0
_Fresnecolor ("Fresnecolor", Color) = (0,0,0,1)
_FrenelPower ("FrenelPower", Float ) = 2
_LightMask ("LightMask", 2D) = "white" {}
[MaterialToggle] _Light ("Light", Float ) = 0
[HDR]_Lightcolor ("Lightcolor", Color) = (0.5,0.5,0.5,1)
[MaterialToggle] _LightFrenel ("LightFrenel\", Float ) = 1
_LightFresnelPower ("LightFresnelPower", Float ) = 0
_RongJie ("RongJie", 2D) = "white" {}
[MaterialToggle] _RongJieON ("RongJieON", Float ) = 1
[MaterialToggle] _SelfUV ("SelfUV", Float ) = 1
[MaterialToggle] _RongJieQieNO ("RongJieQieNO", Float ) = 0
_RongJieZhi ("RongJieZhi", Float ) = 0
_OutLine ("OutLine", 2D) = "white" {}
[HDR]_OutLineColor ("OutLineColor", Color) = (0.5,0.5,0.5,1)
_OutLineTex ("OutLineTex", 2D) = "white" {}
_OutLinePower ("OutLinePower", Float ) = 0.01
_normal ("normal", 2D) = "bump" {}
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
LOD 100
Pass {
Name "Outline"
Tags {
}
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform sampler2D _OutLine; uniform float4 _OutLine_ST;
uniform float _OutLinePower;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float _HighLine;
uniform fixed _SelfUV;
uniform float4 _OutLineColor;
uniform sampler2D _OutLineTex; uniform float4 _OutLineTex_ST;
uniform fixed _RongJieQieNO;
uniform float _RongJieZhi;
uniform fixed _SelfAlpha;
uniform fixed _RongJieON;
uniform fixed _GampOne;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float4 _OutLine_var = tex2Dlod(_OutLine,float4(TRANSFORM_TEX(o.uv0, _OutLine),0.0,0));
o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*(_OutLinePower*_OutLine_var.r),1) );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float node_5056 = 1.0;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
float _RongJieQieNO_var = lerp( i.uv1.r, _RongJieZhi, _RongJieQieNO );
float node_9564 = saturate(((_HighLine+objPos.g)-i.posWorld.g));
float _GampOne_var = lerp( node_9564, (1.0 - node_9564), _GampOne );
clip((lerp( node_5056, _Diffuse_var.a, _SelfAlpha )*lerp( node_5056, lerp( step(_RongJie_var.r,_RongJieQieNO_var), step((_RongJie_var.r*_GampOne_var),_RongJieQieNO_var), _SelfUV ), _RongJieON )) - 0.5);
float4 _OutLineTex_var = tex2D(_OutLineTex,TRANSFORM_TEX(i.uv0, _OutLineTex));
return fixed4((_OutLineColor.rgb*_OutLineTex_var.rgb),0);
}
ENDCG
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform sampler2D _LightMask; uniform float4 _LightMask_ST;
uniform fixed _Light;
uniform float4 _Lightcolor;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float _HighLine;
uniform fixed _SelfUV;
uniform float _LightFresnelPower;
uniform float4 _Fresnecolor;
uniform float _FrenelPower;
uniform fixed _Frenel;
uniform fixed _PosGamp;
uniform float4 _DiffuseCOloer;
uniform fixed _LightFrenel;
uniform fixed _RongJieQieNO;
uniform float _RongJieZhi;
uniform sampler2D _LightDir; uniform float4 _LightDir_ST;
uniform float _Specular;
uniform float _Gloss;
uniform fixed _SelfAlpha;
uniform fixed _RongJieON;
uniform float4 _GampColor;
uniform fixed _GampOne;
uniform sampler2D _normal; uniform float4 _normal_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
float4 vertexColor : COLOR;
LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.vertexColor = v.vertexColor;
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);
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _normal_var = UnpackNormal(tex2D(_normal,TRANSFORM_TEX(i.uv0, _normal)));
float3 normalLocal = _normal_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float node_5056 = 1.0;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
float _RongJieQieNO_var = lerp( i.uv1.r, _RongJieZhi, _RongJieQieNO );
float node_9564 = saturate(((_HighLine+objPos.g)-i.posWorld.g));
float _GampOne_var = lerp( node_9564, (1.0 - node_9564), _GampOne );
clip((lerp( node_5056, _Diffuse_var.a, _SelfAlpha )*lerp( node_5056, lerp( step(_RongJie_var.r,_RongJieQieNO_var), step((_RongJie_var.r*_GampOne_var),_RongJieQieNO_var), _SelfUV ), _RongJieON )) - 0.5);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float3 specularColor = float3(_Specular,_Specular,_Specular);
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float2 node_2196 = float2(0.5*dot(lightDirection,i.normalDir)+0.5,0.0);
float4 _LightDir_var = tex2D(_LightDir,TRANSFORM_TEX(node_2196, _LightDir));
float3 diffuseColor = (_Diffuse_var.rgb*_DiffuseCOloer.rgb*_LightDir_var.rgb);
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float4 _LightMask_var = tex2D(_LightMask,TRANSFORM_TEX(i.uv0, _LightMask));
float3 emissive = (_LightDir_var.rgb*(lerp( 0.0, (_GampOne_var*_GampColor.rgb*i.vertexColor.rgb), _PosGamp )+lerp( 0.0, (lerp( 1.0, pow(1.0-max(0,dot(normalDirection, viewDirection)),_LightFresnelPower), _LightFrenel )*_LightMask_var.rgb*_Lightcolor.rgb), _Light )+lerp( 0.0, (pow(1.0-max(0,dot(normalDirection, viewDirection)),_FrenelPower)*_Fresnecolor.rgb), _Frenel )));
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform sampler2D _LightMask; uniform float4 _LightMask_ST;
uniform fixed _Light;
uniform float4 _Lightcolor;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float _HighLine;
uniform fixed _SelfUV;
uniform float _LightFresnelPower;
uniform float4 _Fresnecolor;
uniform float _FrenelPower;
uniform fixed _Frenel;
uniform fixed _PosGamp;
uniform float4 _DiffuseCOloer;
uniform fixed _LightFrenel;
uniform fixed _RongJieQieNO;
uniform float _RongJieZhi;
uniform sampler2D _LightDir; uniform float4 _LightDir_ST;
uniform float _Specular;
uniform float _Gloss;
uniform fixed _SelfAlpha;
uniform fixed _RongJieON;
uniform float4 _GampColor;
uniform fixed _GampOne;
uniform sampler2D _normal; uniform float4 _normal_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
float4 vertexColor : COLOR;
LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.vertexColor = v.vertexColor;
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);
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _normal_var = UnpackNormal(tex2D(_normal,TRANSFORM_TEX(i.uv0, _normal)));
float3 normalLocal = _normal_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float node_5056 = 1.0;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
float _RongJieQieNO_var = lerp( i.uv1.r, _RongJieZhi, _RongJieQieNO );
float node_9564 = saturate(((_HighLine+objPos.g)-i.posWorld.g));
float _GampOne_var = lerp( node_9564, (1.0 - node_9564), _GampOne );
clip((lerp( node_5056, _Diffuse_var.a, _SelfAlpha )*lerp( node_5056, lerp( step(_RongJie_var.r,_RongJieQieNO_var), step((_RongJie_var.r*_GampOne_var),_RongJieQieNO_var), _SelfUV ), _RongJieON )) - 0.5);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float3 specularColor = float3(_Specular,_Specular,_Specular);
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float2 node_2196 = float2(0.5*dot(lightDirection,i.normalDir)+0.5,0.0);
float4 _LightDir_var = tex2D(_LightDir,TRANSFORM_TEX(node_2196, _LightDir));
float3 diffuseColor = (_Diffuse_var.rgb*_DiffuseCOloer.rgb*_LightDir_var.rgb);
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform sampler2D _RongJie; uniform float4 _RongJie_ST;
uniform float _HighLine;
uniform fixed _SelfUV;
uniform fixed _RongJieQieNO;
uniform float _RongJieZhi;
uniform fixed _SelfAlpha;
uniform fixed _RongJieON;
uniform fixed _GampOne;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float4 uv1 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float node_5056 = 1.0;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float4 _RongJie_var = tex2D(_RongJie,TRANSFORM_TEX(i.uv0, _RongJie));
float _RongJieQieNO_var = lerp( i.uv1.r, _RongJieZhi, _RongJieQieNO );
float node_9564 = saturate(((_HighLine+objPos.g)-i.posWorld.g));
float _GampOne_var = lerp( node_9564, (1.0 - node_9564), _GampOne );
clip((lerp( node_5056, _Diffuse_var.a, _SelfAlpha )*lerp( node_5056, lerp( step(_RongJie_var.r,_RongJieQieNO_var), step((_RongJie_var.r*_GampOne_var),_RongJieQieNO_var), _SelfUV ), _RongJieON )) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}