183 lines
5.5 KiB
Plaintext
183 lines
5.5 KiB
Plaintext
Shader "Custom/LiquidBottle"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_MainColor("MainColor",Color) = (1, 1, 1, 1)
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_TopColor("TopColor",Color) = (1, 1, 0, 1)
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_FillMaxValue("FillMaxValue",float) = 4
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_FillAmount("FillAmout",Range(0 , 1)) = 0
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_EdgeWidth("EdgeWidth",Range(0 , 1)) = 0.2
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_BottleWidth("BottleWidth",Range(0,1)) = 0.2
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_BottleColor("BottleColor",Color) = (1,1,1,1)
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_InsideColor("_InsideColor",Color) = (1, 1, 0, 1)
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_ClipMaxLength("_ClipMaxLength",float) = 4
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_ClipAmount("_ClipAmount",Range(0 , 1)) = 0
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_EdgeWidth("_EdgeWidth",Range(0 , 1)) = 0.2
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_EdgeColor("_EdgeColor",Color) = (1, 1, 0, 1)
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_RimColor("RimColor",Color)=(1,1,1,1)
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_RimWidth("RimWidth",float)=0.2
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Cull OFF
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AlphaToMask on
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//ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#pragma multi_compile _GONBEST_MODEL_CLIP_ON
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#include "UnityCG.cginc"
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#include "../Include/Utility/WidgetUtilsCG.cginc"
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#include "../Include/Base/MathCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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GONBEST_MODEL_CLIP_COORDS(2)
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float3 viewDir : COLOR;
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float3 normal : COLOR2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainColor;
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float _FillMaxValue;
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float _FillAmount;
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float4 _TopColor;
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//float _EdgeWidth;
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float4 _RimColor;
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float _RimWidth;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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//UNITY_TRANSFER_FOG(o,o.vertex);
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GONBEST_TRANSFER_MODEL_CLIP_Y(v,o);
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o.normal=v.normal;
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o.viewDir=GBNormalizeSafe(ObjSpaceViewDir(v.vertex));
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return o;
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}
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fixed4 frag (v2f i,fixed facing : VFace) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * _MainColor;
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// apply fog
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//UNITY_APPLY_FOG(i.fogCoord, col);
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float dotProduct = 1-pow(dot(i.normal, i.viewDir),_RimWidth);
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float4 rimCol=_RimColor*smoothstep(0.5,1,dotProduct);
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/*
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fixed4 edgeVal= step(i.fillEdge,0) - step(i.fillEdge,-_EdgeWidth);
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fixed4 edgeCol= edgeVal *= _TopColor * 0.9;
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fixed4 finalVal = step(i.fillEdge,0) ;//- edgeVal;
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fixed4 finalCol = finalVal * col;
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finalCol += edgeCol + rimCol;
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fixed4 topCol= _TopColor * (edgeVal+finalVal);
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*/
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fixed4 finalColor = rimCol;
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GONBEST_MODEL_CLIP_APPLY(i,facing,col,1,finalColor);
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// float dotVal = 1- pow(dot(i.normal, i.viewDir),0.3);
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// return float4(dotVal,dotVal,dotVal,1);
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return finalColor;
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}
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ENDCG
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}
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/*
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Pass
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{
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//Cull Front
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Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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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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float2 uv : TEXCOORD0;
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float4 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float3 viewDir : COLOR;
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float3 normal :NORMAL;
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};
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float4 _BottleColor;
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float _BottleWidth;
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float4 _RimColor;
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float _RimWidth;
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v2f vert (appdata v)
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{
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v2f o;
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v.vertex.xyz+=v.normal.xyz*_BottleWidth;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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UNITY_TRANSFER_FOG(o,o.vertex);
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o.normal=v.normal.xyz;
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o.viewDir=GBNormalizeSafe(ObjSpaceViewDir(v.vertex));
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return o;
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}
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fixed4 frag (v2f i,fixed facing : VFace) : SV_Target
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{
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// sample the texture
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fixed4 col = _BottleColor;
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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float dotProduct = 1-pow(dot(i.normal, i.viewDir),_RimWidth);//1-pow(dot(i.normal, i.viewDir),_RimWidth/10);
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float4 rimCol=_RimColor*smoothstep(0.2,1,dotProduct);
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return rimCol;
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}
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ENDCG
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}
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*/
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}
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}
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