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92 lines
2.2 KiB
92 lines
2.2 KiB
2 years ago
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Shader "Custom/MatCapShine"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_MatCap ("MatCap (RGB)", 2D) = "white" {}
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_MatCapStrength ("MatCapStrength", Range (0,3)) = 1
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_ShineRamp ("ShineRamp", 2D) = "white" {}
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_ShineStrength ("Shine Strength", Range (0,5)) = 2
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_ScrollSpeed ("Shine Scroll Speed", Float) = 10.0
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}
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Subshader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv1 : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float2 cap : TEXCOORD2;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv1 : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float2 cap : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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uniform float4 _MainTex_ST;
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uniform float4 _ShineRamp_ST;
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uniform float _ScrollSpeed;
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uniform sampler2D _MainTex;
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uniform sampler2D _ShineRamp;
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uniform sampler2D _MatCap;
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uniform float _MatCapStrength;
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uniform float _ShineStrength;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv1 = TRANSFORM_TEX(v.uv1, _MainTex);
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//effect uvs
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o.uv2 = TRANSFORM_TEX(v.uv2, _ShineRamp) + frac(float2(_ScrollSpeed, _ScrollSpeed) * _Time);
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//view normals
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float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
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worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
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o.cap.xy = worldNorm.xy * 0.5 + 0.5;
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//fog
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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float4 frag (v2f i) : COLOR
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{
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fixed4 tex = tex2D(_MainTex, i.uv1);
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fixed4 shine = tex2D(_ShineRamp, i.uv2) * _ShineStrength;
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float4 matCap = tex2D(_MatCap, i.cap) * _MatCapStrength;
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float4 col = tex * matCap * 2.0 + shine;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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Fallback "VertexLit"
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}
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