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NoeNoe Toon Sparkle.shader
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NoeNoe Toon Sparkle.shader
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Shader "Okano/NoeNoe/Toon Opaque Sparkle" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main texture (RGB)", 2D) = "white" {}
_StaticToonLight ("Static Toon Light", Vector) = (0,3,0,0)
[MaterialToggle] _BillboardStaticLight ("Billboard Static Light", Float ) = 0
_Ramp ("Ramp", 2D) = "white" {}
_ToonContrast ("Toon Contrast", Range(0, 1)) = 0.25
_Intensity ("Intensity", Range(0, 10)) = 0.8
_EmissionMap ("Emission Map", 2D) = "white" {}
_Emission ("Emission", Range(0, 10)) = 0
_EmissionNoiseSizeCoeff("Emission Noise Size Coeff", Range(0,1)) = 0.61
_EmissionNoiseDensity("Emission Noise Density", float) = 53.0
_EmissionSparkleSpeed("Emission Sparkle Speed", float) = 10
_EmissionGreyShift("Emission Grey Shift", Range(0,1)) = 0.5
_Saturation ("Saturation", Range(0, 1)) = 0.65
_NormalMap ("Normal Map", 2D) = "bump" {}
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"RenderType"="TransparentCutout"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "AutoLight.cginc"
#include "Libraries/Sparkle.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Intensity;
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform float4 _StaticToonLight;
uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
float3 VRViewPosition(){
#if defined(USING_STEREO_MATRICES)
float3 leftEye = unity_StereoWorldSpaceCameraPos[0];
float3 rightEye = unity_StereoWorldSpaceCameraPos[1];
float3 centerEye = lerp(leftEye, rightEye, 0.5);
#endif
#if !defined(USING_STEREO_MATRICES)
float3 centerEye = _WorldSpaceCameraPos;
#endif
return centerEye;
}
uniform float _Saturation;
uniform fixed _BillboardStaticLight;
uniform float _ToonContrast;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
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);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
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 );
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 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float SurfaceAlpha = _MainTex_var.a;
clip(SurfaceAlpha - 0.5);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i) / SHADOW_ATTENUATION(i);
////// Emissive:
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 MappedEmissive = (_EmissionMap_var.rgb*_Emission);
float4 emissive = EffectProcMain(i.uv0, float4(MappedEmissive, 1));
float3 FlatLighting = saturate((Function_node_3693( float3(0,1,0) )+(_LightColor0.rgb*attenuation)));
float3 MappedTexture = (_MainTex_var.rgb*_Color.rgb);
float3 Diffuse = lerp(lerp(MappedTexture,dot(MappedTexture,float3(0.3,0.59,0.11)),(-0.5)),dot(lerp(MappedTexture,dot(MappedTexture,float3(0.3,0.59,0.11)),(-0.5)),float3(0.3,0.59,0.11)),(1.0 - _Saturation));
float node_424 = 0.5;
float node_7394_if_leA = step(_BillboardStaticLight,1.0);
float node_7394_if_leB = step(1.0,_BillboardStaticLight);
float3 VRPosition = VRViewPosition();
float3 node_3406 = (i.posWorld.rgb-VRPosition);
float3 node_1153 = (-1*(node_3406/length(node_3406))).rgb;
float2 node_7017 = normalize(float2(node_1153.r,node_1153.b));
float2 node_7930 = node_7017.rg;
float2 node_8628 = (float2((-1*node_7930.g),node_7930.r)*(-1*_StaticToonLight.r)).rg;
float2 node_3851 = (node_7017*_StaticToonLight.b).rg;
float3 StaticLightDirection = lerp((node_7394_if_leA*_StaticToonLight.rgb)+(node_7394_if_leB*_StaticToonLight.rgb),(float3(node_8628.r,_StaticToonLight.g,node_8628.g)+float3(node_3851.r,_StaticToonLight.g,node_3851.g)),node_7394_if_leA*node_7394_if_leB);
float node_1617 = 0.5*dot((normalDirection*faceSign),StaticLightDirection)+0.5;
float2 node_8091 = float2(node_1617,node_1617);
float4 node_9498 = tex2D(_Ramp,TRANSFORM_TEX(node_8091, _Ramp));
float3 StaticToonLighting = node_9498.rgb;
float3 finalColor = emissive + saturate(((_Intensity*FlatLighting*Diffuse) > 0.5 ? (1.0-(1.0-2.0*((_Intensity*FlatLighting*Diffuse)-0.5))*(1.0-lerp(float3(node_424,node_424,node_424),StaticToonLighting,_ToonContrast))) : (2.0*(_Intensity*FlatLighting*Diffuse)*lerp(float3(node_424,node_424,node_424),StaticToonLighting,_ToonContrast))) );
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Intensity;
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform float4 _StaticToonLight;
uniform sampler2D _Ramp; uniform float4 _Ramp_ST;
float3 VRViewPosition(){
#if defined(USING_STEREO_MATRICES)
float3 leftEye = unity_StereoWorldSpaceCameraPos[0];
float3 rightEye = unity_StereoWorldSpaceCameraPos[1];
float3 centerEye = lerp(leftEye, rightEye, 0.5);
#endif
#if !defined(USING_STEREO_MATRICES)
float3 centerEye = _WorldSpaceCameraPos;
#endif
return centerEye;
}
uniform float _Saturation;
uniform fixed _BillboardStaticLight;
uniform float _ToonContrast;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
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);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
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 );
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 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float SurfaceAlpha = _MainTex_var.a;
clip(SurfaceAlpha - 0.5);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i) / SHADOW_ATTENUATION(i);
float3 FlatLighting = saturate((Function_node_3693( float3(0,1,0) )+(_LightColor0.rgb*attenuation)));
float3 MappedTexture = (_MainTex_var.rgb*_Color.rgb);
float3 Diffuse = lerp(lerp(MappedTexture,dot(MappedTexture,float3(0.3,0.59,0.11)),(-0.5)),dot(lerp(MappedTexture,dot(MappedTexture,float3(0.3,0.59,0.11)),(-0.5)),float3(0.3,0.59,0.11)),(1.0 - _Saturation));
float node_424 = 0.5;
float node_7394_if_leA = step(_BillboardStaticLight,1.0);
float node_7394_if_leB = step(1.0,_BillboardStaticLight);
float3 VRPosition = VRViewPosition();
float3 node_3406 = (i.posWorld.rgb-VRPosition);
float3 node_1153 = (-1*(node_3406/length(node_3406))).rgb;
float2 node_7017 = normalize(float2(node_1153.r,node_1153.b));
float2 node_7930 = node_7017.rg;
float2 node_8628 = (float2((-1*node_7930.g),node_7930.r)*(-1*_StaticToonLight.r)).rg;
float2 node_3851 = (node_7017*_StaticToonLight.b).rg;
float3 StaticLightDirection = lerp((node_7394_if_leA*_StaticToonLight.rgb)+(node_7394_if_leB*_StaticToonLight.rgb),(float3(node_8628.r,_StaticToonLight.g,node_8628.g)+float3(node_3851.r,_StaticToonLight.g,node_3851.g)),node_7394_if_leA*node_7394_if_leB);
float node_1617 = 0.5*dot((normalDirection*faceSign),StaticLightDirection)+0.5;
float2 node_8091 = float2(node_1617,node_1617);
float4 node_9498 = tex2D(_Ramp,TRANSFORM_TEX(node_8091, _Ramp));
float3 StaticToonLighting = node_9498.rgb;
float3 finalColor = saturate(((_Intensity*FlatLighting*Diffuse) > 0.5 ? (1.0-(1.0-2.0*((_Intensity*FlatLighting*Diffuse)-0.5))*(1.0-lerp(float3(node_424,node_424,node_424),StaticToonLighting,_ToonContrast))) : (2.0*(_Intensity*FlatLighting*Diffuse)*lerp(float3(node_424,node_424,node_424),StaticToonLighting,_ToonContrast))) );
return fixed4(finalColor * 1,0);
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "AutoLight.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
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 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float SurfaceAlpha = _MainTex_var.a;
clip(SurfaceAlpha - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#include "AutoLight.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform float _Emission;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 MappedEmissive = (_EmissionMap_var.rgb*_Emission);
o.Emission = MappedEmissive;
float3 diffColor = float3(0,0,0);
o.Albedo = diffColor;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}