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69 lines
1.5 KiB
69 lines
1.5 KiB
Shader "Custom/MatCapSimple"
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{
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Properties
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{
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_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
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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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}
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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 v2f
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{
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float4 pos : SV_POSITION;
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float2 cap : TEXCOORD0;
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float2 uv : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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uniform float4 _MainTex_ST;
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v2f vert (appdata_base 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.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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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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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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uniform sampler2D _MatCap;
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uniform float _MatCapStrength;
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float4 frag (v2f i) : COLOR
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{
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fixed4 tex = tex2D(_MainTex, i.uv);
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float4 mc = tex * (tex2D(_MatCap, i.cap) * _MatCapStrength);
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mc = _Color * mc * 2.0;
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UNITY_APPLY_FOG(i.fogCoord, mc);
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return mc;
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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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