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externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/Simple Toon/Shaders/STCore.cginc b/Assets/VFX/Simple Toon/Shaders/STCore.cginc new file mode 100644 index 0000000..95cce18 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STCore.cginc @@ -0,0 +1,114 @@ +#ifndef STCORE_INCLUDED +#define STCORE_INCLUDED + +#include "STFunctions.cginc" + +sampler2D _MainTex; +float4 _MainTex_ST; + +float4 _Color; +float4 _DarkColor; +float _AmbientCol; +float _ColIntense; +float _ColBright; + +bool _Segmented; +float _Steps; +float _StpSmooth; +float _Offset; + +bool _Clipped; +float _MinLight; +float _MaxLight; +float _Lumin; + +float _MaxAtten; + +float4 _ShnColor; +bool _ShnOverlap; +float _ShnIntense; +float _ShnRange; +float _ShnSmooth; + +float Toon (float dot, fixed atten) +{ + float offset = clamp(_Offset, -1, 1); + float delta = _MaxLight - _MinLight; + + //intense + float ints_pls = dot + offset; + float ints_max = 1.0 + offset; + float intense = clamp01(ints_pls / ints_max); + + //lit + float step = 1.0 / floor(_Steps); + int lit_num = ceil(intense / step); + float lit = lit_num * step; + + //smooth + float reduce_v = _Offset - 1.0; + float reduce_res = 1.0 - clamp01(reduce_v / 0.1); //!v offset plus + float reduce = lit_num == 1 ? reduce_res : 1; + + float smth_start = lit - step; + float smth_end = smth_start + step * _StpSmooth; + + float smth_lrp = invLerp01(smth_end, smth_start, intense); + float smth_stp = smoothstep(smth_end, smth_start, intense, 0.); + + float smooth_v = smoothlerp(smth_stp, smth_lrp, _StpSmooth); + float smooth = clamp01(lit - smooth_v * reduce * step); + + //shadow + float atten_inv = clamp(atten, 1.0 - _MaxAtten, 1); + float dimLit = smooth * atten_inv; + float dim_dlt = dimLit - _MinLight; + + //luminocity + float lumLight = _MaxLight + _Lumin; + float lum_dlt = lumLight - _MinLight; + + //clipped + float litd_clmp = clamp01(dim_dlt); + float clip_cf = litd_clmp / delta; + + float clip_uncl = _MinLight + clip_cf * lum_dlt; + float clip_v = clamp(clip_uncl, _MinLight, lumLight); + + //relative limits + float lerp_v = lum_dlt * dimLit; + float relate_v = _MinLight + lerp_v; + + //result + float result = _Clipped * clip_v; + result += !_Clipped * relate_v; + + return result; +} + +//post effects + +void PostShine (inout float4 col, float dot, float atten) +{ + float pos = abs(dot - 1.0); + float len = _ShnRange * 2; + + float smth_inv = 1.0 - _ShnSmooth; + float smth_end = len * smth_inv; + + float shine = posz(len - pos); + float smooth = smoothstep(len, smth_end, pos, 1.); + float dim = 1.0 - _MaxAtten * rev(atten) * rev(_ShnOverlap); + + float blend = _ShnIntense * shine * smooth * dim; + col = ColorBlend(col, _ShnColor, blend); +} + +float4 PostEffects (float4 col, float toon, float atten, float NdotL, float NdotH, float VdotN, float FdotV) +{ + PostShine(col, NdotL, atten); + + return col; +} + +#endif diff --git a/Assets/VFX/Simple Toon/Shaders/STCore.cginc.meta b/Assets/VFX/Simple Toon/Shaders/STCore.cginc.meta new file mode 100644 index 0000000..20ffb82 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STCore.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69d7471035c7c40f695a9199c7916a3e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/Simple Toon/Shaders/STDefault.shader b/Assets/VFX/Simple Toon/Shaders/STDefault.shader new file mode 100644 index 0000000..e1dda41 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STDefault.shader @@ -0,0 +1,204 @@ +Shader "Simple Toon/SToon Default" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + + [Header(Colorize)][Space(5)] //colorize + _Color ("Color", COLOR) = (1,1,1,1) + + [HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1 + [HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0 + _AmbientCol ("Ambient", Range(0,1)) = 0 + + [Header(Detail)][Space(5)] //detail + [Toggle] _Segmented ("Segmented", Float) = 1 + _Steps ("Steps", Range(1,25)) = 3 + _StpSmooth ("Smoothness", Range(0,1)) = 0 + _Offset ("Lit Offset", Range(-1,1.1)) = 0 + + [Header(Light)][Space(5)] //light + [Toggle] _Clipped ("Clipped", Float) = 0 + _MinLight ("Min Light", Range(0,1)) = 0 + _MaxLight ("Max Light", Range(0,1)) = 1 + _Lumin ("Luminocity", Range(0,2)) = 0 + + [Header(Shine)][Space(5)] //shine + [HDR] _ShnColor ("Color", COLOR) = (1,1,0,1) + [Toggle] _ShnOverlap ("Overlap", Float) = 0 + + _ShnIntense ("Intensity", Range(0,1)) = 0 + _ShnRange ("Range", Range(0,1)) = 0.15 + _ShnSmooth ("Smoothness", Range(0,1)) = 0 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" } + Pass + { + Name "DirectLight" + LOD 80 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORD0; + float4 pos : SV_POSITION; + float3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + fixed atten = SHADOW_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol.a = 1.; + return _LightColor0.a > 0 ? postCol : 0; + } + + ENDCG + } + + Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" } + Pass + { + Name "SpotLight" + BlendOp Max + LOD 100 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdadd_fullshadows + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORDSS; + float4 pos : SV_POSITION; + float3 worldPos : WORLD; + half3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + float atten = LIGHT_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol.a = 1.; + return postCol; + } + + ENDCG + } + + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + } +} diff --git a/Assets/VFX/Simple Toon/Shaders/STDefault.shader.meta b/Assets/VFX/Simple Toon/Shaders/STDefault.shader.meta new file mode 100644 index 0000000..dede9af --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STDefault.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7cd5de0b884b14f88ab763ef465e1799 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc b/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc new file mode 100644 index 0000000..f5830b1 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc @@ -0,0 +1,107 @@ +#ifndef STFUNCTIONS_INCLUDED +#define STFUNCTIONS_INCLUDED + +float clamp01 (float value) { + return clamp(value, 0, 1); +} + +float rev (float value) { + return 1.0 - value; +} + +float rev01 (float value) { + return clamp01(rev(value)); +} + +float pos (float value) { + return value > 0 ? 1 : 0; +} + +float posz (float value) { + return value >= 0 ? 1 : 0; +} + +float neg (float value) { + return value < 0 ? 1 : 0; +} + +float negz (float value) { + return value <= 0 ? 1 : 0; +} + +float lerp01 (float from, float to, float value) { + return clamp01(lerp(from, to, value)); +} + +float invLerp (float from, float to, float value, float equal = 0.) { + float val = (value - from) / (to - from); + return from == to ? equal : val; +} + +float invLerp01 (float from, float to, float value, float equal = 0.) { + float val = invLerp(from, to, value, equal); + return from == to ? val : clamp01(val); +} + +float wght_invLerp (float from, float to, float value, bool invert = false) { + float val = (value - from) / (to - from); + + float wgtMin = !invert ? 0 : 1; + float wgtMax = !invert ? 1 : 0; + float wgt = value < from ? wgtMin : wgtMax; + + float res = value == from ? 0.5 : wgt; + return from == to ? res : val; +} + +float smoothstep (float from, float to, float value, float equal) { + float val = smoothstep(from, to, value); + return from == to ? equal : val; +} + +float wght_smoothstep (float from, float to, float value, bool invert = false) { + float val = smoothstep(from, to, value); + + float wgtMin = !invert ? 0 : 1; + float wgtMax = !invert ? 1 : 0; + float wgt = value < from ? wgtMin : wgtMax; + + float res = value == from ? 0.5 : wgt; + return from == to ? res : val; +} + +float smoothlerp (float from, float to, float value) { + float val = -(2.0 / ((value + 0.34) * 4.7)) + 1.3; + return lerp01(from, to, val); +} + +float colmagnmin (float3 color) { + float m1 = min(color.r, color.g); + return min(m1, color.b); +} + +float colmagnmax (float3 color) { + float m1 = max(color.r, color.g); + return max(m1, color.b); +} + +float colspacemax (float3 color) { + return rev(colmagnmin(color)); +} + +float colspacemin (float3 color) { + return rev(colmagnmax(color)); +} + +float4 ColorBlend (float4 tcol, float4 dcol, float blendf) +{ + float4 res = tcol; + res.r = lerp(tcol.r, dcol.r, blendf); + res.g = lerp(tcol.g, dcol.g, blendf); + res.b = lerp(tcol.b, dcol.b, blendf); + res.a = lerp(tcol.a, dcol.a, blendf); + + return res; +} + +#endif diff --git a/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc.meta b/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc.meta new file mode 100644 index 0000000..ec47e94 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STFunctions.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fd04a86ca133d4c3e9fbcec891df47ee +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/Simple Toon/Shaders/STOutline.shader b/Assets/VFX/Simple Toon/Shaders/STOutline.shader new file mode 100644 index 0000000..901d7a0 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STOutline.shader @@ -0,0 +1,254 @@ +Shader "Simple Toon/SToon Outline" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + + [Header(Colorize)][Space(5)] //colorize + _Color ("Color", COLOR) = (1,1,1,1) + + [HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1 + [HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0 + _AmbientCol ("Ambient", Range(0,1)) = 0 + + [Header(Detail)][Space(5)] //detail + [Toggle] _Segmented ("Segmented", Float) = 1 + _Steps ("Steps", Range(1,25)) = 3 + _StpSmooth ("Smoothness", Range(0,1)) = 0 + _Offset ("Lit Offset", Range(-1,1.1)) = 0 + + [Header(Light)][Space(5)] //light + [Toggle] _Clipped ("Clipped", Float) = 0 + _MinLight ("Min Light", Range(0,1)) = 0 + _MaxLight ("Max Light", Range(0,1)) = 1 + _Lumin ("Luminocity", Range(0,2)) = 0 + + [Header(Outline)][Space(5)] //outline + _OtlColor ("Color", COLOR) = (0,0,0,1) + _OtlWidth ("Width", Range(0,5)) = 1 + + [Header(Shine)][Space(5)] //shine + [HDR] _ShnColor ("Color", COLOR) = (1,1,0,1) + [Toggle] _ShnOverlap ("Overlap", Float) = 0 + + _ShnIntense ("Intensity", Range(0,1)) = 0 + _ShnRange ("Range", Range(0,1)) = 0.15 + _ShnSmooth ("Smoothness", Range(0,1)) = 0 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" } + Pass + { + Name "DirectLight" + LOD 80 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORD0; + float4 pos : SV_POSITION; + half3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + fixed atten = SHADOW_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol.a = 1.; + return _LightColor0.a > 0 ? postCol : 0; + } + + ENDCG + } + + Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" } + Pass + { + Name "SpotLight" + BlendOp Max + LOD 100 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdadd_fullshadows + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORDSS; + float4 pos : SV_POSITION; + float3 worldPos : WORLD; + half3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + float atten = LIGHT_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol.a = 1.; + return postCol; + } + + ENDCG + } + + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + + Pass + { + Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" } + Blend Off + Cull Front + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "STCore.cginc" + + float4 _OtlColor; + float _OtlWidth; + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = v.vertex; + o.pos.xyz += normalize(v.normal.xyz) * _OtlWidth * 0.008; + o.pos = UnityObjectToClipPos(o.pos); + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + clip(-negz(_OtlWidth)); + return _OtlColor; + } + + ENDCG + } + } +} diff --git a/Assets/VFX/Simple Toon/Shaders/STOutline.shader.meta b/Assets/VFX/Simple Toon/Shaders/STOutline.shader.meta new file mode 100644 index 0000000..6a812a9 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STOutline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128c5f1edaefa4c4fb3f9f7a4615edb2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/Simple Toon/Shaders/STTransparent.shader b/Assets/VFX/Simple Toon/Shaders/STTransparent.shader new file mode 100644 index 0000000..d092046 --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STTransparent.shader @@ -0,0 +1,211 @@ +Shader "Simple Toon/SToon Transparent" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + + [Header(Colorize)][Space(5)] //colorize + _Color ("Color", COLOR) = (1,1,1,1) + + [HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1 + [HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0 + _AmbientCol ("Ambient", Range(0,1)) = 0 + + [Header(Detail)][Space(5)] //detail + [Toggle] _Segmented ("Segmented", Float) = 1 + _Steps ("Steps", Range(1,25)) = 3 + _StpSmooth ("Smoothness", Range(0,1)) = 0 + _Offset ("Lit Offset", Range(-1,1.1)) = 0 + + [Header(Light)][Space(5)] //light + [Toggle] _Clipped ("Clipped", Float) = 0 + _MinLight ("Min Light", Range(0,1)) = 0 + _MaxLight ("Max Light", Range(0,1)) = 1 + _Lumin ("Luminocity", Range(0,2)) = 0 + + [Header(Shine)][Space(5)] //shine + [HDR] _ShnColor ("Color", COLOR) = (1,1,0,1) + [Toggle] _ShnOverlap ("Overlap", Float) = 0 + + _ShnIntense ("Intensity", Range(0,1)) = 0 + _ShnRange ("Range", Range(0,1)) = 0.15 + _ShnSmooth ("Smoothness", Range(0,1)) = 0 + } + + SubShader + { + Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + + Pass //full transparency + { + LOD 300 + ColorMask 0 + } + + Pass + { + Tags { "LightMode" = "ForwardBase" } + LOD 80 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORD0; + float4 pos : SV_POSITION; + half3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + fixed atten = SHADOW_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol.a = _Color.a; + return postCol; + } + + ENDCG + } + + Pass + { + Tags { "LightMode" = "ForwardAdd" } + BlendOp Max + LOD 100 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdadd_fullshadows + + #include "UnityCG.cginc" + #include "UnityLightingCommon.cginc" + #include "AutoLight.cginc" + #include "STCore.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f + { + LIGHTING_COORDS(0,1) + float2 uv : TEXCOORDSS; + float4 pos : SV_POSITION; + float3 worldPos : WORLD; + half3 worldNormal : NORMAL; + float3 viewDir : TEXCOORD2; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldNormal = UnityObjectToWorldNormal(v.normal); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.viewDir = WorldSpaceViewDir(v.vertex); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + _MaxLight = max(_MinLight, _MaxLight); + _Steps = _Segmented ? _Steps : 1; + _StpSmooth = _Segmented ? _StpSmooth : 1; + + _DarkColor = fixed4(0,0,0,1); + _MaxAtten = 1.0; + + float3 normal = normalize(i.worldNormal); + float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); + float3 view_dir = normalize(i.viewDir); + float3 halfVec = normalize(light_dir + view_dir); + float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1)); + + float NdotL = dot(normal, light_dir); + float NdotH = dot(normal, halfVec); + float VdotN = dot(view_dir, normal); + float FdotV = dot(forward, -view_dir); + + float atten = LIGHT_ATTENUATION(i); + float toon = Toon(NdotL, atten); + + fixed4 shadecol = _DarkColor; + fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol); + fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright; + + float4 blendCol = ColorBlend(shadecol, texcol, toon); + float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV); + + postCol *= _Color.a; + return postCol; + } + + ENDCG + } + + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + } +} diff --git a/Assets/VFX/Simple Toon/Shaders/STTransparent.shader.meta b/Assets/VFX/Simple Toon/Shaders/STTransparent.shader.meta new file mode 100644 index 0000000..5d318aa --- /dev/null +++ b/Assets/VFX/Simple Toon/Shaders/STTransparent.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 481153b840b6e408da95e6afbe176397 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index 0a8a440..0e6b77a 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -3,6 +3,7 @@ "com.unity.collab-proxy": "2.5.1", "com.unity.feature.development": "1.0.1", "com.unity.nuget.newtonsoft-json": "3.2.1", + "com.unity.postprocessing": "3.4.0", "com.unity.textmeshpro": "3.0.9", "com.unity.timeline": "1.7.6", "com.unity.ugui": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index c585a48..9695bab 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -74,6 +74,15 @@ "dependencies": {}, "url": "https://packages.unity.cn" }, + "com.unity.postprocessing": { + "version": "3.4.0", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.physics": "1.0.0" + }, + "url": "https://packages.unity.cn" + }, "com.unity.settings-manager": { "version": "2.0.1", "depth": 2, diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index e9b3b32..eeae8b4 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -77,7 +77,7 @@ PlayerSettings: androidMinimumWindowHeight: 300 androidFullscreenMode: 1 androidAutoRotationBehavior: 1 - defaultIsNativeResolution: 1 + defaultIsNativeResolution: 0 macRetinaSupport: 1 runInBackground: 1 captureSingleScreen: 0 @@ -645,7 +645,20 @@ PlayerSettings: webGLMemoryGeometricGrowthStep: 0.2 webGLMemoryGeometricGrowthCap: 96 webGLPowerPreference: 2 - scriptingDefineSymbols: {} + scriptingDefineSymbols: + Android: UNITY_POST_PROCESSING_STACK_V2 + EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2 + GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2 + Nintendo Switch: UNITY_POST_PROCESSING_STACK_V2 + PS4: UNITY_POST_PROCESSING_STACK_V2 + PS5: UNITY_POST_PROCESSING_STACK_V2 + QNX: UNITY_POST_PROCESSING_STACK_V2 + Stadia: UNITY_POST_PROCESSING_STACK_V2 + Standalone: UNITY_POST_PROCESSING_STACK_V2 + VisionOS: UNITY_POST_PROCESSING_STACK_V2 + WebGL: UNITY_POST_PROCESSING_STACK_V2 + XboxOne: UNITY_POST_PROCESSING_STACK_V2 + tvOS: UNITY_POST_PROCESSING_STACK_V2 additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 1c92a78..3b04903 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -11,7 +11,7 @@ TagManager: - - Water - UI - - + - Post-Pocessing - - -