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Repository: cubedparadox/Cubeds-Unity-Shaders
Branch: master
Commit: fb6dceffac3b
Files: 304
Total size: 1.4 MB
Directory structure:
gitextract_6fonv2li/
├── .gitattributes
├── .gitignore
├── Assets/
│ ├── Cubed's Unity Shaders/
│ │ ├── Demo Lightmapping.unity
│ │ ├── Demo Lightmapping.unity.meta
│ │ ├── Demo Scene.unity
│ │ ├── Demo Scene.unity.meta
│ │ ├── Editor/
│ │ │ ├── FlatLitToon/
│ │ │ │ ├── FlatLitToonInspector.cs
│ │ │ │ └── FlatLitToonInspector.cs.meta
│ │ │ ├── FlatLitToon.meta
│ │ │ ├── FlatLitToonLite/
│ │ │ │ ├── FlatLitToonLiteCutoutInspector.cs
│ │ │ │ ├── FlatLitToonLiteCutoutInspector.cs.meta
│ │ │ │ ├── FlatLitToonLiteInspector.cs
│ │ │ │ └── FlatLitToonLiteInspector.cs.meta
│ │ │ └── FlatLitToonLite.meta
│ │ ├── Editor.meta
│ │ ├── Materials/
│ │ │ ├── Ground Plane (Unit Shadowed).mat
│ │ │ ├── Ground Plane (Unit Shadowed).mat.meta
│ │ │ ├── Lightmapping Material.mat
│ │ │ ├── Lightmapping Material.mat.meta
│ │ │ ├── New Material.mat
│ │ │ ├── New Material.mat.meta
│ │ │ ├── Skybox (Simple Gradient Sky).mat
│ │ │ ├── Skybox (Simple Gradient Sky).mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Distance Fade).mat
│ │ │ ├── UnityChan (Flat Lit Toon Distance Fade).mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Improved).mat
│ │ │ ├── UnityChan (Flat Lit Toon Improved).mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull.mat
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull.mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided.mat
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided.mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Front Cull.mat
│ │ │ ├── UnityChan (Flat Lit Toon Lite) Front Cull.mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Outline).mat
│ │ │ ├── UnityChan (Flat Lit Toon Outline).mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon Rainbow).mat
│ │ │ ├── UnityChan (Flat Lit Toon Rainbow).mat.meta
│ │ │ ├── UnityChan (Flat Lit Toon).mat
│ │ │ ├── UnityChan (Flat Lit Toon).mat.meta
│ │ │ ├── UnityChan (Unlit Shadowed).mat
│ │ │ └── UnityChan (Unlit Shadowed).mat.meta
│ │ ├── Materials.meta
│ │ ├── Shaders/
│ │ │ ├── CGIncludes/
│ │ │ │ ├── FlatLitToonCore.cginc
│ │ │ │ ├── FlatLitToonCore.cginc.meta
│ │ │ │ ├── FlatLitToonCoreLite.cginc
│ │ │ │ ├── FlatLitToonCoreLite.cginc.meta
│ │ │ │ ├── FlatLitToonShadows.cginc
│ │ │ │ └── FlatLitToonShadows.cginc.meta
│ │ │ ├── CGIncludes.meta
│ │ │ ├── Flat Lit Toon Lite/
│ │ │ │ ├── Flat Lit Toon Lite Cutout.shader
│ │ │ │ ├── Flat Lit Toon Lite Cutout.shader.meta
│ │ │ │ ├── Flat Lit Toon Lite Fade.shader
│ │ │ │ ├── Flat Lit Toon Lite Transparent.shader
│ │ │ │ ├── Flat Lit Toon Lite Transparent.shader.meta
│ │ │ │ ├── Flat Lit Toon Lite.shader
│ │ │ │ └── Flat Lit Toon Lite.shader.meta
│ │ │ ├── Flat Lit Toon Lite.meta
│ │ │ ├── Flat Lite Toon/
│ │ │ │ ├── Flat Lit Toon.shader
│ │ │ │ └── Flat Lit Toon.shader.meta
│ │ │ ├── Flat Lite Toon.meta
│ │ │ ├── Misc Shaders/
│ │ │ │ ├── Flat Lit Toon Distance Fade.shader
│ │ │ │ ├── Flat Lit Toon Distance Fade.shader.meta
│ │ │ │ ├── Flat Lit Toon Rainbow.shader
│ │ │ │ ├── Flat Lit Toon Rainbow.shader.meta
│ │ │ │ ├── Simple Gradient Sky.shader
│ │ │ │ ├── Simple Gradient Sky.shader.meta
│ │ │ │ ├── Unit Shadowed.shader
│ │ │ │ └── Unit Shadowed.shader.meta
│ │ │ └── Misc Shaders.meta
│ │ ├── Shaders.meta
│ │ ├── UnityChan/
│ │ │ ├── License/
│ │ │ │ ├── ENGLISH/
│ │ │ │ │ ├── Character Use Guidelines.pdf.meta
│ │ │ │ │ ├── LicenseNotice.pdf.meta
│ │ │ │ │ ├── Summary Unity-Chan License.pdf.meta
│ │ │ │ │ └── Unity-Chan License Terms and Condition.pdf.meta
│ │ │ │ ├── ENGLISH.meta
│ │ │ │ ├── Japanese/
│ │ │ │ │ ├── Character Use Guidelines.pdf.meta
│ │ │ │ │ ├── License Notice.pdf.meta
│ │ │ │ │ ├── Summary Unity-Chan License.pdf.meta
│ │ │ │ │ └── Unity-Chan License Terms and Conditions.pdf.meta
│ │ │ │ ├── Japanese.meta
│ │ │ │ ├── License Logo/
│ │ │ │ │ ├── LUUL_LOGO_rules02.ai
│ │ │ │ │ ├── LUUL_LOGO_rules02.ai.meta
│ │ │ │ │ ├── LUUL_LOGO_rules02.psd
│ │ │ │ │ ├── LUUL_LOGO_rules02.psd.meta
│ │ │ │ │ ├── LUUL_logo-guideline.pdf.meta
│ │ │ │ │ └── LUUL_logo-guideline_en.pdf.meta
│ │ │ │ └── License Logo.meta
│ │ │ ├── License.meta
│ │ │ ├── Models/
│ │ │ │ ├── UnityChanShader/
│ │ │ │ │ ├── Shader/
│ │ │ │ │ │ ├── CharaMain.cg
│ │ │ │ │ │ ├── CharaMain.cg.meta
│ │ │ │ │ │ ├── CharaOutline.cg
│ │ │ │ │ │ ├── CharaOutline.cg.meta
│ │ │ │ │ │ ├── CharaSkin.cg
│ │ │ │ │ │ ├── CharaSkin.cg.meta
│ │ │ │ │ │ ├── Unitychan_chara_akarami_blend.shader
│ │ │ │ │ │ ├── Unitychan_chara_akarami_blend.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_eye.shader
│ │ │ │ │ │ ├── Unitychan_chara_eye.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_eye_blend.shader
│ │ │ │ │ │ ├── Unitychan_chara_eye_blend.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader
│ │ │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_fuku.shader
│ │ │ │ │ │ ├── Unitychan_chara_fuku.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_fuku_ds.shader
│ │ │ │ │ │ ├── Unitychan_chara_fuku_ds.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_hada.shader
│ │ │ │ │ │ ├── Unitychan_chara_hada.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_hada_blend.shader
│ │ │ │ │ │ ├── Unitychan_chara_hada_blend.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_hair.shader
│ │ │ │ │ │ ├── Unitychan_chara_hair.shader.meta
│ │ │ │ │ │ ├── Unitychan_chara_hair_ds.shader
│ │ │ │ │ │ └── Unitychan_chara_hair_ds.shader.meta
│ │ │ │ │ └── Shader.meta
│ │ │ │ └── UnityChanShader.meta
│ │ │ ├── Models.meta
│ │ │ ├── Prefabs/
│ │ │ │ ├── Directional light for UnityChan.prefab
│ │ │ │ └── Directional light for UnityChan.prefab.meta
│ │ │ ├── Prefabs.meta
│ │ │ ├── SD_unitychan/
│ │ │ │ ├── Animations/
│ │ │ │ │ ├── SD_unitychan_motion_Generic.controller
│ │ │ │ │ ├── SD_unitychan_motion_Generic.controller.meta
│ │ │ │ │ ├── SD_unitychan_motion_Generic.fbx
│ │ │ │ │ ├── SD_unitychan_motion_Generic.fbx.meta
│ │ │ │ │ ├── SD_unitychan_motion_humanoid.controller
│ │ │ │ │ ├── SD_unitychan_motion_humanoid.controller.meta
│ │ │ │ │ ├── SD_unitychan_motion_humanoid.fbx
│ │ │ │ │ └── SD_unitychan_motion_humanoid.fbx.meta
│ │ │ │ ├── Animations.meta
│ │ │ │ ├── FaceAnimations/
│ │ │ │ │ ├── Generic/
│ │ │ │ │ │ ├── angry@sd_generic.anim
│ │ │ │ │ │ ├── angry@sd_generic.anim.meta
│ │ │ │ │ │ ├── confuse@sd_generic.anim
│ │ │ │ │ │ ├── confuse@sd_generic.anim.meta
│ │ │ │ │ │ ├── damaged@sd_generic.anim
│ │ │ │ │ │ ├── damaged@sd_generic.anim.meta
│ │ │ │ │ │ ├── default@sd_generic.anim
│ │ │ │ │ │ ├── default@sd_generic.anim.meta
│ │ │ │ │ │ ├── eye_close@sd_generic.anim
│ │ │ │ │ │ ├── eye_close@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_L@sd_generic.anim
│ │ │ │ │ │ ├── mth_L@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_R@sd_generic.anim
│ │ │ │ │ │ ├── mth_R@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_a@sd_generic.anim
│ │ │ │ │ │ ├── mth_a@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_e@sd_generic.anim
│ │ │ │ │ │ ├── mth_e@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_i@sd_generic.anim
│ │ │ │ │ │ ├── mth_i@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_o@sd_generic.anim
│ │ │ │ │ │ ├── mth_o@sd_generic.anim.meta
│ │ │ │ │ │ ├── mth_u@sd_generic.anim
│ │ │ │ │ │ ├── mth_u@sd_generic.anim.meta
│ │ │ │ │ │ ├── relux@sd_generic.anim
│ │ │ │ │ │ ├── relux@sd_generic.anim.meta
│ │ │ │ │ │ ├── sad@sd_generic.anim
│ │ │ │ │ │ ├── sad@sd_generic.anim.meta
│ │ │ │ │ │ ├── scold@sd_generic.anim
│ │ │ │ │ │ ├── scold@sd_generic.anim.meta
│ │ │ │ │ │ ├── smile2@sd_generic.anim
│ │ │ │ │ │ ├── smile2@sd_generic.anim.meta
│ │ │ │ │ │ ├── smile@sd_generic.anim
│ │ │ │ │ │ ├── smile@sd_generic.anim.meta
│ │ │ │ │ │ ├── strain@sd_generic.anim
│ │ │ │ │ │ ├── strain@sd_generic.anim.meta
│ │ │ │ │ │ ├── surprise@sd_generic.anim
│ │ │ │ │ │ └── surprise@sd_generic.anim.meta
│ │ │ │ │ ├── Generic.meta
│ │ │ │ │ ├── Humanoid/
│ │ │ │ │ │ ├── angry@sd_hmd.anim
│ │ │ │ │ │ ├── angry@sd_hmd.anim.meta
│ │ │ │ │ │ ├── confuse@sd_hmd.anim
│ │ │ │ │ │ ├── confuse@sd_hmd.anim.meta
│ │ │ │ │ │ ├── damaged@sd_hmd.anim
│ │ │ │ │ │ ├── damaged@sd_hmd.anim.meta
│ │ │ │ │ │ ├── default@sd_hmd.anim
│ │ │ │ │ │ ├── default@sd_hmd.anim.meta
│ │ │ │ │ │ ├── eye_close@sd_hmd.anim
│ │ │ │ │ │ ├── eye_close@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_L@sd_hmd.anim
│ │ │ │ │ │ ├── mth_L@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_R@sd_hmd.anim
│ │ │ │ │ │ ├── mth_R@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_a@sd_hmd.anim
│ │ │ │ │ │ ├── mth_a@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_e@sd_hmd.anim
│ │ │ │ │ │ ├── mth_e@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_i@sd_hmd.anim
│ │ │ │ │ │ ├── mth_i@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_o@sd_hmd.anim
│ │ │ │ │ │ ├── mth_o@sd_hmd.anim.meta
│ │ │ │ │ │ ├── mth_u@sd_hmd.anim
│ │ │ │ │ │ ├── mth_u@sd_hmd.anim.meta
│ │ │ │ │ │ ├── relux@sd_hmd.anim
│ │ │ │ │ │ ├── relux@sd_hmd.anim.meta
│ │ │ │ │ │ ├── sad@sd_hmd.anim
│ │ │ │ │ │ ├── sad@sd_hmd.anim.meta
│ │ │ │ │ │ ├── scold@sd_hmd.anim
│ │ │ │ │ │ ├── scold@sd_hmd.anim.meta
│ │ │ │ │ │ ├── smile2@sd_hmd.anim
│ │ │ │ │ │ ├── smile2@sd_hmd.anim.meta
│ │ │ │ │ │ ├── smile@sd_hmd.anim
│ │ │ │ │ │ ├── smile@sd_hmd.anim.meta
│ │ │ │ │ │ ├── strain@sd_hmd.anim
│ │ │ │ │ │ ├── strain@sd_hmd.anim.meta
│ │ │ │ │ │ ├── surprise@sd_hmd.anim
│ │ │ │ │ │ └── surprise@sd_hmd.anim.meta
│ │ │ │ │ ├── Humanoid.meta
│ │ │ │ │ ├── _faceOnly.mask
│ │ │ │ │ └── _faceOnly.mask.meta
│ │ │ │ ├── FaceAnimations.meta
│ │ │ │ ├── Models/
│ │ │ │ │ ├── Materials/
│ │ │ │ │ │ ├── def_mat.mat
│ │ │ │ │ │ ├── def_mat.mat.meta
│ │ │ │ │ │ ├── hair_mat.mat
│ │ │ │ │ │ ├── hair_mat.mat.meta
│ │ │ │ │ │ ├── mouth_mat.mat
│ │ │ │ │ │ ├── mouth_mat.mat.meta
│ │ │ │ │ │ ├── nol_mat.mat
│ │ │ │ │ │ ├── nol_mat.mat.meta
│ │ │ │ │ │ ├── skin_mat.mat
│ │ │ │ │ │ └── skin_mat.mat.meta
│ │ │ │ │ ├── Materials.meta
│ │ │ │ │ ├── SD_unitychan_generic.fbx
│ │ │ │ │ ├── SD_unitychan_generic.fbx.meta
│ │ │ │ │ ├── SD_unitychan_humanoid.fbx
│ │ │ │ │ ├── SD_unitychan_humanoid.fbx.meta
│ │ │ │ │ ├── Textures/
│ │ │ │ │ │ ├── ENV2.tga
│ │ │ │ │ │ ├── ENV2.tga.meta
│ │ │ │ │ │ ├── FO_CLOTH1.tga
│ │ │ │ │ │ ├── FO_CLOTH1.tga.meta
│ │ │ │ │ │ ├── FO_RIM1.tga
│ │ │ │ │ │ ├── FO_RIM1.tga.meta
│ │ │ │ │ │ ├── FO_SKIN1.tga
│ │ │ │ │ │ ├── FO_SKIN1.tga.meta
│ │ │ │ │ │ ├── alphatest.png.meta
│ │ │ │ │ │ ├── utc_all2.tga
│ │ │ │ │ │ ├── utc_all2.tga.meta
│ │ │ │ │ │ ├── utc_nomal.tga
│ │ │ │ │ │ ├── utc_nomal.tga.meta
│ │ │ │ │ │ ├── utc_spec.tga
│ │ │ │ │ │ └── utc_spec.tga.meta
│ │ │ │ │ └── Textures.meta
│ │ │ │ ├── Models.meta
│ │ │ │ ├── Prefabs/
│ │ │ │ │ ├── SD_unitychan_generic.prefab
│ │ │ │ │ ├── SD_unitychan_generic.prefab.meta
│ │ │ │ │ ├── SD_unitychan_humanoid.prefab
│ │ │ │ │ └── SD_unitychan_humanoid.prefab.meta
│ │ │ │ ├── Prefabs.meta
│ │ │ │ ├── Scenes/
│ │ │ │ │ ├── SD_unitychan_Generic.unity
│ │ │ │ │ ├── SD_unitychan_Generic.unity.meta
│ │ │ │ │ ├── SD_unitychan_Humanoid.unity
│ │ │ │ │ └── SD_unitychan_Humanoid.unity.meta
│ │ │ │ └── Scenes.meta
│ │ │ ├── SD_unitychan.meta
│ │ │ ├── Stage/
│ │ │ │ ├── Materials/
│ │ │ │ │ ├── unitychan_tile3.mat
│ │ │ │ │ ├── unitychan_tile3.mat.meta
│ │ │ │ │ ├── unitychan_tile4.mat
│ │ │ │ │ ├── unitychan_tile4.mat.meta
│ │ │ │ │ ├── unitychan_tile5.mat
│ │ │ │ │ ├── unitychan_tile5.mat.meta
│ │ │ │ │ ├── unitychan_tile6.mat
│ │ │ │ │ └── unitychan_tile6.mat.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Shader/
│ │ │ │ │ ├── AlphaMask.shader
│ │ │ │ │ ├── AlphaMask.shader.meta
│ │ │ │ │ ├── Textures/
│ │ │ │ │ │ ├── AlphaMask.png.meta
│ │ │ │ │ │ └── Unity_Icon.png.meta
│ │ │ │ │ └── Textures.meta
│ │ │ │ ├── Shader.meta
│ │ │ │ ├── Textures/
│ │ │ │ │ ├── unitychan_tile3.png.meta
│ │ │ │ │ ├── unitychan_tile4.png.meta
│ │ │ │ │ ├── unitychan_tile5.png.meta
│ │ │ │ │ └── unitychan_tile6.png.meta
│ │ │ │ └── Textures.meta
│ │ │ └── Stage.meta
│ │ └── UnityChan.meta
│ ├── Cubed's Unity Shaders.meta
│ ├── Editor/
│ │ ├── Instant Screenshot/
│ │ │ ├── Documentation - Instant screenshot.pdf.meta
│ │ │ ├── ScreenshotTaker.cs
│ │ │ └── ScreenshotTaker.cs.meta
│ │ └── Instant Screenshot.meta
│ └── Editor.meta
├── LICENSE
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityAdsSettings.asset
│ └── UnityConnectSettings.asset
└── README.md
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FILE CONTENTS
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FILE: .gitattributes
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# Custom for Visual Studio
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FILE: .gitignore
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/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/Assets/ShaderForge*
/Assets/AssetStoreTools*
/[Pp]ackages/
# Autogenerated VS/MD solution and project files
ExportedObj/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
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*.pidb.meta
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sysinfo.txt
# Builds
*.apk
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# Operating System Files
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.vs/
Assets/VRCSDK/
Assets/Plugins/VRCSDK/
Assets/VRCSDK.meta
Assets/Plugins/VRCSDK.meta
Assets/Plugins.meta
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FILE: Assets/Cubed's Unity Shaders/Demo Lightmapping.unity.meta
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FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon/FlatLitToonInspector.cs
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using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System;
namespace CubedsUnityShaders
{
public class FlatLitToonInspector : ShaderGUI
{
public enum OutlineMode
{
None,
Tinted,
Colored
}
public enum BlendMode
{
Opaque,
Cutout,
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
}
MaterialProperty blendMode;
MaterialProperty mainTexture;
MaterialProperty color;
MaterialProperty colorMask;
MaterialProperty shadow;
MaterialProperty outlineMode;
MaterialProperty outlineWidth;
MaterialProperty outlineColor;
MaterialProperty emissionMap;
MaterialProperty emissionColor;
MaterialProperty normalMap;
MaterialProperty alphaCutoff;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
{ //Find Properties
blendMode = FindProperty("_Mode", props);
mainTexture = FindProperty("_MainTex", props);
color = FindProperty("_Color", props);
colorMask = FindProperty("_ColorMask", props);
shadow = FindProperty("_Shadow", props);
outlineMode = FindProperty("_OutlineMode", props);
outlineWidth = FindProperty("_outline_width", props);
outlineColor = FindProperty("_outline_color", props);
emissionMap = FindProperty("_EmissionMap", props);
emissionColor = FindProperty("_EmissionColor", props);
normalMap = FindProperty("_BumpMap", props);
alphaCutoff = FindProperty("_Cutoff", props);
}
Material material = materialEditor.target as Material;
{ //Shader Properties GUI
EditorGUIUtility.labelWidth = 0f;
EditorGUI.BeginChangeCheck();
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var bMode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
bMode = (BlendMode)EditorGUILayout.Popup("Rendering Mode", (int)bMode, Enum.GetNames(typeof(BlendMode)));
if (EditorGUI.EndChangeCheck())
{
materialEditor.RegisterPropertyChangeUndo("Rendering Mode");
blendMode.floatValue = (float)bMode;
foreach (var obj in blendMode.targets)
{
SetupMaterialWithBlendMode((Material)obj, (BlendMode)material.GetFloat("_Mode"));
}
}
EditorGUI.showMixedValue = false;
materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color);
EditorGUI.indentLevel += 2;
if ((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)
materialEditor.ShaderProperty(alphaCutoff, "Alpha Cutoff", 2);
materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask);
EditorGUI.indentLevel -= 2;
materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap);
materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor);
EditorGUI.BeginChangeCheck();
materialEditor.TextureScaleOffsetProperty(mainTexture);
if (EditorGUI.EndChangeCheck())
emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;
EditorGUILayout.Space();
materialEditor.ShaderProperty(shadow, "Shadow");
var oMode = (OutlineMode)outlineMode.floatValue;
EditorGUI.BeginChangeCheck();
oMode = (OutlineMode)EditorGUILayout.Popup("Outline Mode", (int)oMode, Enum.GetNames(typeof(OutlineMode)));
if (EditorGUI.EndChangeCheck())
{
materialEditor.RegisterPropertyChangeUndo("Outline Mode");
outlineMode.floatValue = (float)oMode;
foreach (var obj in outlineMode.targets)
{
SetupMaterialWithOutlineMode((Material)obj, (OutlineMode)material.GetFloat("_OutlineMode"));
}
}
switch (oMode)
{
case OutlineMode.Tinted:
case OutlineMode.Colored:
materialEditor.ShaderProperty(outlineColor, "Color", 2);
materialEditor.ShaderProperty(outlineWidth, new GUIContent("Width", "Outline Width in cm"), 2);
break;
case OutlineMode.None:
default:
break;
}
}
EditorGUI.EndChangeCheck();
}
}
public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
switch ((BlendMode)material.GetFloat("_Mode"))
{
case BlendMode.Opaque:
material.SetOverrideTag("RenderType", "");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = -1;
break;
case BlendMode.Cutout:
material.SetOverrideTag("RenderType", "TransparentCutout");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.EnableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
break;
case BlendMode.Fade:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.EnableKeyword("_ALPHABLEND_ON");
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
case BlendMode.Transparent:
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.DisableKeyword("_ALPHATEST_ON");
material.DisableKeyword("_ALPHABLEND_ON");
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
break;
}
}
public static void SetupMaterialWithOutlineMode(Material material, OutlineMode outlineMode)
{
switch ((OutlineMode)material.GetFloat("_OutlineMode"))
{
case OutlineMode.None:
material.EnableKeyword("NO_OUTLINE");
material.DisableKeyword("TINTED_OUTLINE");
material.DisableKeyword("COLORED_OUTLINE");
break;
case OutlineMode.Tinted:
material.DisableKeyword("NO_OUTLINE");
material.EnableKeyword("TINTED_OUTLINE");
material.DisableKeyword("COLORED_OUTLINE");
break;
case OutlineMode.Colored:
material.DisableKeyword("NO_OUTLINE");
material.DisableKeyword("TINTED_OUTLINE");
material.EnableKeyword("COLORED_OUTLINE");
break;
default:
break;
}
}
}
}
================================================
FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon/FlatLitToonInspector.cs.meta
================================================
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FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon.meta
================================================
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================================================
FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteCutoutInspector.cs
================================================
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System;
namespace CubedsUnityShaders
{
public class FlatLitToonLiteCutoutInspector : ShaderGUI
{
public enum CullingMode
{
Off,
Front,
Back
}
MaterialProperty mainTexture;
MaterialProperty color;
MaterialProperty colorMask;
MaterialProperty shadow;
MaterialProperty emissionMap;
MaterialProperty emissionColor;
MaterialProperty normalMap;
MaterialProperty alphaCutoff;
MaterialProperty cullingMode;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
{ //Find Properties
mainTexture = FindProperty("_MainTex", properties);
color = FindProperty("_Color", properties);
colorMask = FindProperty("_ColorMask", properties);
shadow = FindProperty("_Shadow", properties);
emissionMap = FindProperty("_EmissionMap", properties);
emissionColor = FindProperty("_EmissionColor", properties);
normalMap = FindProperty("_BumpMap", properties);
alphaCutoff = FindProperty("_Cutoff", properties);
cullingMode = FindProperty("_Cull", properties);
}
//Shader Properties GUI
EditorGUIUtility.labelWidth = 0f;
EditorGUI.BeginChangeCheck();
{
EditorGUI.showMixedValue = cullingMode.hasMixedValue;
var cMode = (CullingMode)cullingMode.floatValue;
EditorGUI.BeginChangeCheck();
cMode = (CullingMode)EditorGUILayout.Popup("Culling Mode", (int)cMode, Enum.GetNames(typeof(CullingMode)));
if (EditorGUI.EndChangeCheck())
{
materialEditor.RegisterPropertyChangeUndo("Rendering Mode");
cullingMode.floatValue = (float)cMode;
}
EditorGUI.showMixedValue = false;
EditorGUILayout.Space();
materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color);
EditorGUI.indentLevel += 1;
materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask);
EditorGUI.indentLevel -= 1;
materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap);
materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor);
EditorGUI.BeginChangeCheck();
materialEditor.TextureScaleOffsetProperty(mainTexture);
if (EditorGUI.EndChangeCheck())
{
emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;
}
EditorGUILayout.Space();
EditorGUILayout.Space();
materialEditor.ShaderProperty(alphaCutoff, "Alpha Cutoff");
EditorGUILayout.Space();
materialEditor.ShaderProperty(shadow, "Shadow");
}
EditorGUI.EndChangeCheck();
}
}
}
================================================
FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteCutoutInspector.cs.meta
================================================
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================================================
FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteInspector.cs
================================================
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System;
namespace CubedsUnityShaders
{
public class FlatLitToonLiteInspector : ShaderGUI
{
public enum CullingMode
{
Off,
Front,
Back
}
MaterialProperty mainTexture;
MaterialProperty color;
MaterialProperty colorMask;
MaterialProperty shadow;
MaterialProperty emissionMap;
MaterialProperty emissionColor;
MaterialProperty normalMap;
MaterialProperty cullingMode;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
{ //Find Properties
mainTexture = FindProperty("_MainTex", properties);
color = FindProperty("_Color", properties);
colorMask = FindProperty("_ColorMask", properties);
shadow = FindProperty("_Shadow", properties);
emissionMap = FindProperty("_EmissionMap", properties);
emissionColor = FindProperty("_EmissionColor", properties);
normalMap = FindProperty("_BumpMap", properties);
cullingMode = FindProperty("_Cull", properties);
}
//Shader Properties GUI
EditorGUIUtility.labelWidth = 0f;
EditorGUI.BeginChangeCheck();
{
EditorGUI.showMixedValue = cullingMode.hasMixedValue;
var cMode = (CullingMode)cullingMode.floatValue;
EditorGUI.BeginChangeCheck();
cMode = (CullingMode)EditorGUILayout.Popup("Culling Mode", (int)cMode, Enum.GetNames(typeof(CullingMode)));
if (EditorGUI.EndChangeCheck())
{
materialEditor.RegisterPropertyChangeUndo("Rendering Mode");
cullingMode.floatValue = (float)cMode;
}
EditorGUI.showMixedValue = false;
EditorGUILayout.Space();
materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color);
EditorGUI.indentLevel += 1;
materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask);
EditorGUI.indentLevel -= 1;
materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap);
materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor);
EditorGUI.BeginChangeCheck();
materialEditor.TextureScaleOffsetProperty(mainTexture);
if (EditorGUI.EndChangeCheck())
{
emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;
}
EditorGUILayout.Space();
materialEditor.ShaderProperty(shadow, "Shadow");
}
EditorGUI.EndChangeCheck();
}
}
}
================================================
FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteInspector.cs.meta
================================================
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FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite.meta
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FILE: Assets/Cubed's Unity Shaders/Editor.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/Ground Plane (Unit Shadowed).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/Lightmapping Material.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/New Material.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/Skybox (Simple Gradient Sky).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Distance Fade).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Improved).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Back Cull.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Double Sided.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Front Cull.mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Outline).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Rainbow).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Unlit Shadowed).mat.meta
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FILE: Assets/Cubed's Unity Shaders/Materials.meta
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCore.cginc
================================================
#ifndef FLAT_LIT_TOON_CORE_INCLUDED
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _Color;
uniform float _Shadow;
uniform float _Cutoff;
uniform float4 _EmissionColor;
uniform float _outline_width;
uniform float4 _outline_color;
static const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836);
struct v2g
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
float4 pos : CLIP_POS;
SHADOW_COORDS(6)
UNITY_FOG_COORDS(7)
};
v2g vert(appdata_full v) {
v2g o;
o.uv0 = v.texcoord;
o.uv1 = v.texcoord1;
o.normal = v.normal;
o.tangent = v.tangent;
o.normalDir = normalize(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);
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.vertex = v.vertex;
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW(o);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
float4 col : COLOR;
bool is_outline : IS_OUTLINE;
SHADOW_COORDS(6)
UNITY_FOG_COORDS(7)
};
[maxvertexcount(6)]
void geom(triangle v2g IN[3], inout TriangleStream<VertexOutput> tristream)
{
VertexOutput o;
#if !NO_OUTLINE
for (int i = 2; i >= 0; i--)
{
o.pos = UnityObjectToClipPos(IN[i].vertex + normalize(IN[i].normal) * (_outline_width * .01));
o.uv0 = IN[i].uv0;
o.uv1 = IN[i].uv1;
o.col = fixed4( _outline_color.r, _outline_color.g, _outline_color.b, 1);
o.posWorld = mul(unity_ObjectToWorld, IN[i].vertex);
o.normalDir = UnityObjectToWorldNormal(IN[i].normal);
o.tangentDir = IN[i].tangentDir;
o.bitangentDir = IN[i].bitangentDir;
o.posWorld = mul(unity_ObjectToWorld, IN[i].vertex);
o.is_outline = true;
// Pass-through the shadow coordinates if this pass has shadows.
#if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)
o._ShadowCoord = IN[i]._ShadowCoord;
#endif
// Pass-through the fog coordinates if this pass has shadows.
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
o.fogCoord = IN[i].fogCoord;
#endif
tristream.Append(o);
}
tristream.RestartStrip();
#endif
for (int ii = 0; ii < 3; ii++)
{
o.pos = UnityObjectToClipPos(IN[ii].vertex);
o.uv0 = IN[ii].uv0;
o.uv1 = IN[ii].uv1;
o.col = fixed4(1., 1., 1., 0.);
o.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex);
o.normalDir = UnityObjectToWorldNormal(IN[ii].normal);
o.tangentDir = IN[ii].tangentDir;
o.bitangentDir = IN[ii].bitangentDir;
o.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex);
o.is_outline = false;
// Pass-through the shadow coordinates if this pass has shadows.
#if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)
o._ShadowCoord = IN[ii]._ShadowCoord;
#endif
// Pass-through the fog coordinates if this pass has shadows.
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
o.fogCoord = IN[ii].fogCoord;
#endif
tristream.Append(o);
}
tristream.RestartStrip();
}
float grayscaleSH9(float3 normalDirection)
{
return dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector);
}
#endif
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCore.cginc.meta
================================================
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCoreLite.cginc
================================================
#ifndef FLAT_LIT_TOON_CORE_LITE_INCLUDED
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _Color;
uniform float _Shadow;
uniform float _Cutoff;
uniform float4 _EmissionColor;
static const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836);
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float3 tangentDir : TEXCOORD4;
float3 bitangentDir : TEXCOORD5;
float4 col : COLOR;
SHADOW_COORDS(6)
UNITY_FOG_COORDS(7)
};
VertexOutput vert(appdata_full v) {
VertexOutput o;
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
o.uv0 = v.texcoord;
o.uv1 = v.texcoord1;
o.normalDir = normalize(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);
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.col = fixed4(1., 1., 1., 0.);
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW(o);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float grayscaleSH9(float3 normalDirection)
{
return dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector);
}
#endif
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCoreLite.cginc.meta
================================================
fileFormatVersion: 2
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonShadows.cginc
================================================
#ifndef FLAT_LIT_TOON_SHADOWS_INCLUDED
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
// Do dithering for alpha blended shadows on SM3+/desktop;
// on lesser systems do simple alpha-tested shadows
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
#if !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM))
#define UNITY_STANDARD_USE_DITHER_MASK 1
#endif
#endif
// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it
#if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
#define UNITY_STANDARD_USE_SHADOW_UVS 1
#endif
uniform float4 _Color;
uniform float _Cutoff;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
#ifdef UNITY_STANDARD_USE_DITHER_MASK
uniform sampler3D _DitherMaskLOD;
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
};
// Don't make the structure if it's empty (it's an error to have empty structs on some platforms...)
#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
struct VertexOutputShadowCaster
{
V2F_SHADOW_CASTER_NOPOS
// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it
#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
float2 tex : TEXCOORD1;
#endif
};
#endif
// We have to do these dances of outputting SV_POSITION separately from the vertex shader,
// and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on
// some platforms, and then things don't go well.
void vertShadowCaster(VertexInput v,
#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
out VertexOutputShadowCaster o,
#endif
out float4 opos : SV_POSITION)
{
TRANSFER_SHADOW_CASTER_NOPOS(o, opos)
#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
o.tex = TRANSFORM_TEX(v.uv0, _MainTex);
#endif
}
half4 fragShadowCaster(
#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
VertexOutputShadowCaster i
#endif
#ifdef UNITY_STANDARD_USE_DITHER_MASK
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
half alpha = tex2D(_MainTex, i.tex).a * _Color.a;
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
#if defined(UNITY_STANDARD_USE_DITHER_MASK)
// Use dither mask for alpha blended shadows, based on pixel position xy
// and alpha level. Our dither texture is 4x4x16.
half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a;
clip(alphaRef - 0.01);
#else
clip(alpha - _Cutoff);
#endif
#endif
#endif
SHADOW_CASTER_FRAGMENT(i)
}
#endif
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonShadows.cginc.meta
================================================
fileFormatVersion: 2
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licenseType: Free
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes.meta
================================================
fileFormatVersion: 2
guid: 0c0dda5faf7d2c245b160f9133d886cf
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Cutout.shader
================================================
Shader "CubedParadox/Flat Lit Toon Lite Cutout"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
[HideInInspector] _Cull ("__cull", Float) = 2.0
}
SubShader
{
Tags { "Queue"="AlphaTest" "RenderType" = "TransparentCutout" "IgnoreProjector"="True" }
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#define _ALPHATEST_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
clip (baseColor.a - _Cutoff);
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
UNITY_OPAQUE_ALPHA(finalRGBA.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Cull [_Cull]
CGPROGRAM
#define _ALPHATEST_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
clip (baseColor.a - _Cutoff);
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor,1) * i.col;
UNITY_OPAQUE_ALPHA(finalRGBA.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_Cull]
CGPROGRAM
#define _ALPHATEST_ON 1
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Cutout.shader.meta
================================================
fileFormatVersion: 2
guid: 6378c2f1c30e54a40bf9e856f82ac39b
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licenseType: Pro
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defaultTextures: []
userData:
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Fade.shader
================================================
Shader "CubedParadox/Flat Lit Toon Lite Fade"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
[HideInInspector] _Cull ("__cull", Float) = 2.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" }
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#define _ALPHABLEND_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend SrcAlpha One
ZWrite Off
Cull [_Cull]
CGPROGRAM
#define _ALPHABLEND_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor,baseColor.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_Cull]
CGPROGRAM
#define _ALPHABLEND_ON 1
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader
================================================
Shader "CubedParadox/Flat Lit Toon Lite Transparent"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
[HideInInspector] _Cull ("__cull", Float) = 2.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" }
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend One OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#define _ALPHAPREMULTIPLY_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
ZWrite Off
Cull [_Cull]
CGPROGRAM
#define _ALPHAPREMULTIPLY_ON 1
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor,1) * i.col;
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_Cull]
CGPROGRAM
#define _ALPHAPREMULTIPLY_ON 1
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader.meta
================================================
fileFormatVersion: 2
guid: dba0f1a849fc15c4a97b9bf664bf81f4
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licenseType: Pro
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userData:
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite.shader
================================================
Shader "CubedParadox/Flat Lit Toon Lite"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
[HideInInspector] _Cull ("__cull", Float) = 2.0
}
SubShader
{
Tags
{
"Queue"="Geometry" "RenderType" = "Opaque"
}
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
UNITY_OPAQUE_ALPHA(finalRGBA.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Cull [_Cull]
CGPROGRAM
#include "..\CGIncludes\FlatLitToonCoreLite.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor, 1) * i.col;
UNITY_OPAQUE_ALPHA(finalRGBA.a);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
Cull [_Cull]
CGPROGRAM
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonLiteInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite.shader.meta
================================================
fileFormatVersion: 2
guid: 133dbd66dec36aa40a1beadb85f201a2
timeCreated: 1493839045
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
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assetBundleVariant:
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite.meta
================================================
fileFormatVersion: 2
guid: b759a476a75638844908ee4134594947
folderAsset: yes
timeCreated: 1525552881
licenseType: Free
DefaultImporter:
userData:
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon/Flat Lit Toon.shader
================================================
Shader "CubedParadox/Flat Lit Toon"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_outline_width("outline_width", Float) = 0.2
_outline_color("outline_color", Color) = (0.5,0.5,0.5,1)
_outline_tint("outline_tint", Range(0, 1)) = 0.5
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _OutlineMode("__outline_mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#include "..\CGIncludes\FlatLitToonCore.cginc"
#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));
float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
#if COLORED_OUTLINE
if(i.is_outline)
{
baseColor.rgb = i.col.rgb;
}
#endif
#if defined(_ALPHATEST_ON)
clip (baseColor.a - _Cutoff);
#endif
float3 lightmap = float4(1.0,1.0,1.0,1.0);
#ifdef LIGHTMAP_ON
lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));
#endif
float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;
float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);
float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));
float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));
float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);
float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;
float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;
float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));
float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));
float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));
float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));
fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);
#if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)
UNITY_OPAQUE_ALPHA(finalRGBA.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
CGPROGRAM
#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#include "..\CGIncludes\FlatLitToonCore.cginc"
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
float4 frag(VertexOutput i) : COLOR
{
float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);
baseColor *= float4(i.col.rgb, 1);
#if COLORED_OUTLINE
if(i.is_outline) {
baseColor.rgb = i.col.rgb;
}
#endif
#if defined(_ALPHATEST_ON)
clip (baseColor.a - _Cutoff);
#endif
float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;
float3 directContribution = floor(saturate(lightContribution) * 2.0);
float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));
fixed4 finalRGBA = fixed4(finalColor,1) * i.col;
#if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)
UNITY_OPAQUE_ALPHA(finalRGBA.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass
{
Name "SHADOW_CASTER"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#include "..\CGIncludes\FlatLitToonShadows.cginc"
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#pragma only_renderers d3d11 glcore gles
#pragma target 4.0
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "CubedsUnityShaders.FlatLitToonInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon/Flat Lit Toon.shader.meta
================================================
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FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon.meta
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licenseType: Free
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================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Distance Fade.shader
================================================
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT,clip-3507-OUT;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:5927,x:33995,y:32382,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5927,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:544,x:34455,y:32305,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-5927-RGB;n:type:ShaderForge.SFN_Code,id:4082,x:33398,y:32674,varname:node_4082,prsc:2,code:ZgBsAG8AYQB0ADQAIAB2AGEAbAAgAD0AIABVAE4ASQBUAFkAXwBTAEEATQBQAEwARQBfAFQARQBYAEMAVQBCAEUAXwBMAE8ARAAoAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwACwAIAByAGUAZgBsAFYAZQBjAHQALAAgADcAKQA7AAoAZgBsAG8AYQB0ADMAIAByAGUAZgBsAEMAbwBsACAAPQAgAEQAZQBjAG8AZABlAEgARABSACgAdgBhAGwALAAgAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwAF8ASABEAFIAKQA7AAoAcgBlAHQAdQByAG4AIAByAGUAZgBsAEMAbwBsACAAKgAgADAALgAwADIAOwA=,output:2,fname:CubemapReflections,width:515,height:130,input:2,input_1_label:reflVect|A-7331-OUT;n:type:ShaderForge.SFN_Code,id:3693,x:33621,y:32526,varname:node_3693,prsc:2,code:cgBlAHQAdQByAG4AIABTAGgAYQBkAGUAUwBIADkAKABoAGEAbABmADQAKABuAG8AcgBtAGEAbAAsACAAMQAuADAAKQApADsACgA=,output:2,fname:Function_node_3693,width:292,height:112,input:2,input_1_label:normal|A-9945-OUT;n:type:ShaderForge.SFN_Multiply,id:5720,x:34648,y:32606,varname:node_5720,prsc:2|A-5427-OUT,B-4653-OUT;n:type:ShaderForge.SFN_Clamp01,id:4653,x:34318,y:32626,varname:node_4653,prsc:2|IN-6707-OUT;n:type:ShaderForge.SFN_ViewPosition,id:102,x:32825,y:32593,varname:node_102,prsc:2;n:type:ShaderForge.SFN_Subtract,id:1025,x:33026,y:32674,varname:node_1025,prsc:2|A-102-XYZ,B-996-XYZ;n:type:ShaderForge.SFN_ObjectPosition,id:996,x:32825,y:32736,varname:node_996,prsc:2;n:type:ShaderForge.SFN_Add,id:6707,x:34121,y:32626,varname:node_6707,prsc:2|A-3693-OUT,B-4082-OUT;n:type:ShaderForge.SFN_Normalize,id:7331,x:33197,y:32674,varname:node_7331,prsc:2|IN-1025-OUT;n:type:ShaderForge.SFN_Vector3,id:9945,x:33409,y:32525,varname:node_9945,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Lerp,id:5427,x:34757,y:32245,varname:node_5427,prsc:2|A-544-OUT,B-851-RGB,T-7279-R;n:type:ShaderForge.SFN_Tex2d,id:7279,x:34190,y:32459,ptovrint:False,ptlb:ColorMask,ptin:_ColorMask,varname:node_7279,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Noise,id:8453,x:34121,y:33131,varname:node_8453,prsc:2;n:type:ShaderForge.SFN_Lerp,id:4164,x:34318,y:33061,varname:node_4164,prsc:2|A-5485-OUT,B-8453-OUT,T-1014-OUT;n:type:ShaderForge.SFN_Vector1,id:5485,x:34121,y:33061,varname:node_5485,prsc:2,v1:1;n:type:ShaderForge.SFN_Slider,id:1014,x:33964,y:33296,ptovrint:False,ptlb:Dither Amount,ptin:_DitherAmount,varname:node_1014,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.28,max:1;n:type:ShaderForge.SFN_Distance,id:6911,x:34318,y:32924,varname:node_6911,prsc:2|A-2191-XYZ,B-9858-XYZ;n:type:ShaderForge.SFN_FragmentPosition,id:2191,x:34121,y:32786,varname:node_2191,prsc:2;n:type:ShaderForge.SFN_ViewPosition,id:9858,x:34121,y:32924,varname:node_9858,prsc:2;n:type:ShaderForge.SFN_Multiply,id:3363,x:34492,y:32924,varname:node_3363,prsc:2|A-6911-OUT,B-4164-OUT;n:type:ShaderForge.SFN_OneMinus,id:3507,x:34673,y:32924,varname:node_3507,prsc:2|IN-3363-OUT;proporder:851-5927-7279-1014;pass:END;sub:END;*/
Shader "CubedParadox/Flat Lit Toon Distance Fade" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_ColorMask ("ColorMask", 2D) = "black" {}
_DitherAmount ("Dither Amount", Range(0, 1)) = 0.28
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _Color;
float3 CubemapReflections( float3 reflVect ){
float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
return reflCol * 0.02;
}
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform float _DitherAmount;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;
float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew));
float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x));
clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5);
////// Lighting:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float3 finalColor = (lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) ))));
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float _DitherAmount;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;
float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew));
float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x));
clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Distance Fade.shader.meta
================================================
fileFormatVersion: 2
guid: 8acdc84706777f843a6ae4631308af9b
timeCreated: 1490239432
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
================================================
FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Rainbow.shader
================================================
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT;n:type:ShaderForge.SFN_LightColor,id:3406,x:33718,y:32826,varname:node_3406,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:544,x:34303,y:32280,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-9738-OUT;n:type:ShaderForge.SFN_Code,id:4082,x:33398,y:32674,varname:node_4082,prsc:2,code:ZgBsAG8AYQB0ADQAIAB2AGEAbAAgAD0AIABVAE4ASQBUAFkAXwBTAEEATQBQAEwARQBfAFQARQBYAEMAVQBCAEUAXwBMAE8ARAAoAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwACwAIAByAGUAZgBsAFYAZQBjAHQALAAgADcAKQA7AAoAZgBsAG8AYQB0ADMAIAByAGUAZgBsAEMAbwBsACAAPQAgAEQAZQBjAG8AZABlAEgARABSACgAdgBhAGwALAAgAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwAF8ASABEAFIAKQA7AAoAcgBlAHQAdQByAG4AIAByAGUAZgBsAEMAbwBsACAAKgAgADAALgAwADIAOwA=,output:2,fname:CubemapReflections,width:515,height:130,input:2,input_1_label:reflVect|A-7331-OUT;n:type:ShaderForge.SFN_Code,id:3693,x:33621,y:32526,varname:node_3693,prsc:2,code:cgBlAHQAdQByAG4AIABTAGgAYQBkAGUAUwBIADkAKABoAGEAbABmADQAKABuAG8AcgBtAGEAbAAsACAAMQAuADAAKQApADsACgA=,output:2,fname:Function_node_3693,width:292,height:112,input:2,input_1_label:normal|A-9945-OUT;n:type:ShaderForge.SFN_Multiply,id:9937,x:33901,y:32901,varname:node_9937,prsc:2|A-3406-RGB,B-5621-OUT;n:type:ShaderForge.SFN_LightAttenuation,id:5621,x:33718,y:32968,varname:node_5621,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5720,x:34648,y:32606,varname:node_5720,prsc:2|A-5427-OUT,B-4653-OUT;n:type:ShaderForge.SFN_Clamp01,id:4653,x:34318,y:32626,varname:node_4653,prsc:2|IN-6707-OUT;n:type:ShaderForge.SFN_ViewPosition,id:102,x:32825,y:32593,varname:node_102,prsc:2;n:type:ShaderForge.SFN_Subtract,id:1025,x:33026,y:32674,varname:node_1025,prsc:2|A-102-XYZ,B-996-XYZ;n:type:ShaderForge.SFN_ObjectPosition,id:996,x:32825,y:32736,varname:node_996,prsc:2;n:type:ShaderForge.SFN_Add,id:6707,x:34121,y:32626,varname:node_6707,prsc:2|A-3693-OUT,B-4082-OUT,C-9937-OUT;n:type:ShaderForge.SFN_Normalize,id:7331,x:33197,y:32674,varname:node_7331,prsc:2|IN-1025-OUT;n:type:ShaderForge.SFN_Vector3,id:9945,x:33409,y:32525,varname:node_9945,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Lerp,id:5427,x:34757,y:32245,varname:node_5427,prsc:2|A-544-OUT,B-851-RGB,T-7279-R;n:type:ShaderForge.SFN_Tex2d,id:7279,x:34190,y:32459,ptovrint:False,ptlb:ColorMask,ptin:_ColorMask,varname:node_7279,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_HsvToRgb,id:9738,x:33761,y:32231,varname:node_9738,prsc:2|H-1939-TSL,S-1783-OUT,V-3302-OUT;n:type:ShaderForge.SFN_ValueProperty,id:1783,x:33520,y:32258,ptovrint:False,ptlb:Saturation,ptin:_Saturation,varname:node_1783,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3302,x:33520,y:32338,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_3302,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Time,id:1939,x:33520,y:32106,varname:node_1939,prsc:2;proporder:851-7279-1783-3302;pass:END;sub:END;*/
Shader "CubedParadox/Flat Lit Toon Rainbow" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_ColorMask ("ColorMask", 2D) = "black" {}
_Saturation ("Saturation", Float ) = 0
_Value ("Value", Float ) = 0
_Speed ("Speed", Float ) = 0
}
SubShader {
Tags {
"RenderType"="Opaque"
}
CGPROGRAM
#pragma surface surf Lambert addshadow
struct Input {
float4 color : COLOR;
};
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = 1;
}
ENDCG
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
float3 CubemapReflections( float3 reflVect ){
float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
return reflCol * 0.02;
}
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform float _Saturation;
uniform float _Value;
uniform float _Speed;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIGHTING_COORDS(1,2)
UNITY_FOG_COORDS(3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 node_1939 = (_Time * _Speed) + _TimeEditor;
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation))));
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
float3 CubemapReflections( float3 reflVect ){
float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);
float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);
return reflCol * 0.02;
}
float3 Function_node_3693( float3 normal ){
return ShadeSH9(half4(normal, 1.0));
}
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform float _Saturation;
uniform float _Value;
uniform float _Speed;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIGHTING_COORDS(1,2)
UNITY_FOG_COORDS(3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float4 node_1939 = (_Time * _Speed) + _TimeEditor;
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation))));
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
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FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Simple Gradient Sky.shader
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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "CubedParadox/Simple Gradient Sky" {
Properties {
_SkyColor ("Sky Color", Color) = (0.197,0.197,0.197,1)
_HorizonColor ("Horizon Color", Color) = (0.4980392,0.4980392,0.4980392,1)
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Background"
"RenderType"="Opaque"
"PreviewType"="Skybox"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
#pragma target 3.0
uniform float4 _SkyColor;
uniform float4 _HorizonColor;
float3 dither( float2 p ){
float3 p3 = frac(float3(p.xyx) * (float3(443.8975,397.2973, 491.1871) + _Time.y));
p3 += dot(p3, p3.yxz + 19.19);
return (frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)) - 0.5) * 2 * 0.00075;
}
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float4 projPos : TEXCOORD1;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos( v.vertex );
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag(VertexOutput i) : COLOR {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float2 sceneUVs = (i.projPos.xy / i.projPos.w);
////// Lighting:
////// Emissive:
float3 emissive = (dither( sceneUVs.rg )+lerp(_SkyColor.rgb,_HorizonColor.rgb,pow((1.0 - max(0,dot(viewDirection,float3(0,-1,0)))),8.0)));
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
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FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Unit Shadowed.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "CubedParadox/Unit Shadowed" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("MainTex", 2D) = "white" {}
_ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1)
}
SubShader {
Tags {
"RenderType"="Opaque"
}
CGPROGRAM
#pragma surface surf Lambert addshadow
struct Input {
float4 color : COLOR;
};
void surf(Input IN, inout SurfaceOutput o) {
o.Albedo = 1;
}
ENDCG
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _ShadowColor;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
////// Emissive:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 emissive = (_MainTex_var.rgb*lerp(_ShadowColor.rgb,_Color.rgb,attenuation));
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _ShadowColor;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 finalColor = 0;
return fixed4(finalColor * 1,0);
}
ENDCG
}
}
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