123 lines
6.0 KiB
GLSL
123 lines
6.0 KiB
GLSL
Shader "FlatKit/Stylized Surface Cutout"
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{
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Properties
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{
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[MainColor] _Color ("Color", Color) = (1,1,1,1)
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[Space(10)]
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[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
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_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
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_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
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[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
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_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
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_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
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[Space(10)]
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[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
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_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
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_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
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[Space(10)]
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[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
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[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
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_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
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[Space(10)]
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[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
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[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
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_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
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_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
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[Space(10)]
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[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
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[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
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_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
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_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
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_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
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[Space(10)]
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[Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
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_LightContribution("[FOLDOUT(Advanced Lighting){4}]Light Color Contribution", Range(0, 1)) = 0
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// Used to provide light direction to cel shading if all light in the scene is baked.
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[Header(Override light direction)]
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[Toggle]_OverrideLightmapDir("[DR_ENABLE_LIGHTMAP_DIR]Enable", Int) = 0
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_LightmapDirectionPitch("Pitch", Range(0, 360)) = 0
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_LightmapDirectionYaw("Yaw", Range(0, 360)) = 0
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[HideInInspector] _LightmapDirection("Override Light Direction", Vector) = (0, 1, 0, 0)
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[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
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_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
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_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
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[Space(10)]
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[MainTexture] _MainTex ("[FOLDOUT(Texture maps){4}]Color (RGB) Alpha (A)", 2D) = "white" {}
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_Cutoff ("Base Alpha cutoff", Range (0, 1)) = .5
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_TextureImpact("Texture Impact", Range(0, 1)) = 1.0
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[Space(10)]
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_BumpMap ("Bump Map", 2D) = "bump" {}
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// Blending state
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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__blend", Float) = 0.0
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[HideInInspector] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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}
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// -----------------------------------------------
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//_FLAT_KIT_BUILT_IN_BEGIN_
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SubShader
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{
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Tags {
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"Queue"="AlphaTest"
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"IgnoreProjector"="True"
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"RenderType"="TransparentCutout"
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}
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LOD 200
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Cull Off
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CGPROGRAM
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// Doc: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
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#pragma surface surfObject DustyroomStylized vertex:vertObject alphatest:_Cutoff addshadow exclude_path:deferred
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#include "DustyroomStylizedLighting.cginc"
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#pragma target 3.0
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#pragma require interpolators15
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#define Input InputObject
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#pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
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#pragma shader_feature_local DR_CEL_EXTRA_ON
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#pragma shader_feature_local DR_GRADIENT_ON
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#pragma shader_feature_local DR_SPECULAR_ON
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#pragma shader_feature_local DR_RIM_ON
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#pragma shader_feature_local DR_VERTEX_COLORS_ON
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#pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
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#pragma shader_feature_local _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
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#pragma skip_variants POINT_COOKIE DIRECTIONAL_COOKIE
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ENDCG
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}
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FallBack "Transparent/Cutout/Diffuse"
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CustomEditor "StylizedSurfaceEditor"
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}
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