Shader "PRD/FriendsShaderV2" { Properties { [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode ("Cull Mode", float) = 2 _BaseMap ("BaseMap", 2D) = "white" {} _BaseColor ("BaseColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1 _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} _1st_ShadeColor ("1st_ShadeColor", Color) = (0.9019,0.7843,0.7843,1) [MaterialToggle] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", float) = 1 [MaterialToggle] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", float) = 1 _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0.2 _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.42 _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 [MaterialToggle] _RimLight ("RimLight", float) = 0 _RimLightColor ("RimLightColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_RimLight ("Is_LightColor_RimLight", float) = 1 _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 [MaterialToggle] _RimLight_FeatherOff ("RimLight_FeatherOff", float) = 0 _Outline_Width ("Outline_Width", float) = 2 _Farthest_Distance ("Farthest_Distance", float) = 10 _Nearest_Distance ("Nearest_Distance", float) = 0.5 _Outline_Color ("Outline_Color", Color) = (0.196,0.1176,0.1176,1) } SubShader { Tags { "RenderType" = "Opaque" } Pass // ind: 1, name: Outline { Name "Outline" Tags { "RenderType" = "Opaque" } Cull Front // m_ProgramMask = 6 CGPROGRAM //#pragma target 4.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define conv_mxt4x4_3(mat4x4) float4(mat4x4[0].w,mat4x4[1].w,mat4x4[2].w,mat4x4[3].w) #define CODE_BLOCK_VERTEX //uniform float3 _WorldSpaceCameraPos; //uniform float4x4 unity_ObjectToWorld; //uniform float4x4 unity_MatrixVP; uniform float _Outline_Width; uniform float _Farthest_Distance; uniform float _Nearest_Distance; uniform float4 _Outline_Color; uniform float _Alpha; uniform float _Camouflage; struct appdata_t { float4 color :COLOR0; float4 vertex :POSITION0; float3 normal :NORMAL0; }; struct OUT_Data_Vert { float4 vertex :SV_POSITION; }; struct v2f { float4 vertex :Position; }; struct OUT_Data_Frag { float4 color :SV_Target0; }; float4 u_xlat0; float4 u_xlat1; float u_xlat16_1; float u_xlat2; int u_xlatb2; float u_xlat4; OUT_Data_Vert vert(appdata_t in_v) { OUT_Data_Vert out_v; u_xlat0.xyz = ((-_WorldSpaceCameraPos.xyz) + conv_mxt4x4_3(unity_ObjectToWorld).xyz); u_xlat0.x = length(u_xlat0.xyz); u_xlat0.x = (u_xlat0.x + (-_Nearest_Distance)); u_xlat2 = ((-_Nearest_Distance) + _Farthest_Distance); u_xlat2 = (float(1) / u_xlat2); u_xlat0.x = (u_xlat2 * u_xlat0.x); u_xlat0.x = clamp(u_xlat0.x, 0, 1); u_xlat2 = ((u_xlat0.x * (-2)) + 3); u_xlat0.x = (u_xlat0.x * u_xlat0.x); u_xlat0.x = ((u_xlat2 * u_xlat0.x) + 1); u_xlatb2 = (in_v.color.x>=1); u_xlat4 = ((-in_v.color.y) + 1); u_xlat16_1 = (u_xlatb2)?(1):(u_xlat4); u_xlat2 = (u_xlat16_1 * _Outline_Width); u_xlat2 = (u_xlat2 * 0.00100000005); u_xlat0.x = (u_xlat0.x * u_xlat2); u_xlat0.xyz = ((in_v.normal.xyz * u_xlat0.xxx) + in_v.vertex.xyz); u_xlat0 = UnityObjectToClipPos(u_xlat0); out_v.vertex = (u_xlat0 + float4(0, 0, 9.99999972E-10, 0)); return out_v; } #define CODE_BLOCK_FRAGMENT float u_xlat0_d; int u_xlatb0; float u_xlat1_d; int u_xlatb1; OUT_Data_Frag frag(v2f in_f) { OUT_Data_Frag out_f; u_xlatb0 = (_Outline_Width<0); if(((int(u_xlatb0) * (-1))!=0)) { discard; } u_xlat0_d = ((-_Camouflage) + 1); u_xlat0_d = (u_xlat0_d * _Alpha); u_xlatb1 = (0.649999976>=_Camouflage); u_xlat1_d = (u_xlatb1)?(1):(float(0)); out_f.color.w = (u_xlat1_d * u_xlat0_d); out_f.color.xyz = _Outline_Color.xyz; return out_f; } ENDCG } // end phase Pass // ind: 2, name: FORWARD { Name "FORWARD" Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" } Cull Off // m_ProgramMask = 6 CGPROGRAM #pragma multi_compile DIRECTIONAL //#pragma target 4.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define conv_mxt4x4_0(mat4x4) float4(mat4x4[0].x,mat4x4[1].x,mat4x4[2].x,mat4x4[3].x) #define conv_mxt4x4_1(mat4x4) float4(mat4x4[0].y,mat4x4[1].y,mat4x4[2].y,mat4x4[3].y) #define conv_mxt4x4_2(mat4x4) float4(mat4x4[0].z,mat4x4[1].z,mat4x4[2].z,mat4x4[3].z) #define conv_mxt4x4_3(mat4x4) float4(mat4x4[0].w,mat4x4[1].w,mat4x4[2].w,mat4x4[3].w) #define CODE_BLOCK_VERTEX //uniform float4 _ProjectionParams; //uniform float4x4 unity_ObjectToWorld; //uniform float4x4 unity_WorldToObject; //uniform float4x4 unity_MatrixVP; //uniform float3 _WorldSpaceCameraPos; //uniform float4 _WorldSpaceLightPos0; uniform float4 _LightColor0; uniform float4 _1st_ShadeColor; uniform float _BaseColor_Step; uniform float4 _BaseColor; uniform float _Set_SystemShadowsToBase; uniform float _BaseShade_Feather; uniform float _RimLight; uniform float _RimLight_Power; uniform float4 _RimLightColor; uniform float4 _BaseMap_ST; uniform float4 _1st_ShadeMap_ST; uniform float _Is_LightColor_Base; uniform float _Is_LightColor_1st_Shade; uniform float _Is_LightColor_RimLight; uniform float _Tweak_SystemShadowsLevel; uniform float _RimLight_InsideMask; uniform float _RimLight_FeatherOff; uniform float _Alpha; uniform float _Camouflage; uniform sampler2D _BaseMap; uniform sampler2D _1st_ShadeMap; struct appdata_t { float4 color :COLOR0; float4 vertex :POSITION0; float3 normal :NORMAL0; float2 texcoord :TEXCOORD0; }; struct OUT_Data_Vert { float2 texcoord :TEXCOORD0; float texcoord3 :TEXCOORD3; float4 texcoord1 :TEXCOORD1; float3 texcoord2 :TEXCOORD2; float4 vertex :SV_POSITION; }; struct v2f { float2 texcoord :TEXCOORD0; float texcoord3 :TEXCOORD3; float4 texcoord1 :TEXCOORD1; float3 texcoord2 :TEXCOORD2; }; struct OUT_Data_Frag { float4 color :SV_Target0; }; float3 u_xlat0; float4 u_xlat1; float u_xlat16_1; float4 u_xlat2; int u_xlatb3; float u_xlat16_4; float u_xlat9; OUT_Data_Vert vert(appdata_t in_v) { OUT_Data_Vert out_v; u_xlat0.x = max(_ProjectionParams.y, 0.00999999978); u_xlat0.x = min(u_xlat0.x, 0.5); u_xlatb3 = (in_v.color.x>=1); u_xlat16_1 = (u_xlatb3)?(0):(1); u_xlat16_4 = (u_xlat16_1 * in_v.color.x); u_xlat16_1 = (((-in_v.color.z) * u_xlat16_1) + 1); out_v.texcoord3 = u_xlat16_1; u_xlat16_1 = (u_xlat16_4 * 0.166659996); u_xlat0.x = (u_xlat0.x * u_xlat16_1); u_xlat1 = (in_v.vertex.yyyy * conv_mxt4x4_1(unity_ObjectToWorld)); u_xlat1 = ((conv_mxt4x4_0(unity_ObjectToWorld) * in_v.vertex.xxxx) + u_xlat1); u_xlat1 = ((conv_mxt4x4_2(unity_ObjectToWorld) * in_v.vertex.zzzz) + u_xlat1); u_xlat2 = (u_xlat1 + conv_mxt4x4_3(unity_ObjectToWorld)); out_v.texcoord1 = ((conv_mxt4x4_3(unity_ObjectToWorld) * in_v.vertex.wwww) + u_xlat1); u_xlat1 = mul(unity_MatrixVP, u_xlat2); u_xlat0.x = (u_xlat0.x / u_xlat1.w); out_v.vertex.z = ((u_xlat0.x) + u_xlat1.z); out_v.vertex.xyw = u_xlat1.xyw; out_v.texcoord.xy = in_v.texcoord.xy; u_xlat0.x = dot(in_v.normal.xyz, conv_mxt4x4_0(unity_WorldToObject).xyz); u_xlat0.y = dot(in_v.normal.xyz, conv_mxt4x4_1(unity_WorldToObject).xyz); u_xlat0.z = dot(in_v.normal.xyz, conv_mxt4x4_2(unity_WorldToObject).xyz); out_v.texcoord2.xyz = normalize(u_xlat0.xyz); return out_v; } #define CODE_BLOCK_FRAGMENT float4 u_xlat0_d; float3 u_xlat10_0; float4 u_xlat1_d; float3 u_xlat10_1; int u_xlatb1; float3 u_xlat2_d; float3 u_xlat16_2; float3 u_xlat3; float3 u_xlat4; float u_xlat6; float u_xlat15; float u_xlat16_15; int u_xlatb15; float u_xlat16; OUT_Data_Frag frag(v2f in_f) { OUT_Data_Frag out_f; u_xlat0_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _1st_ShadeMap); u_xlat10_0.xyz = tex2D(_1st_ShadeMap, u_xlat0_d.xy).xyz; u_xlat0_d.xyz = (u_xlat10_0.xyz * _1st_ShadeColor.xyz); u_xlat1_d.xyz = ((u_xlat0_d.xyz * _LightColor0.xyz) + (-u_xlat0_d.xyz)); u_xlat0_d.xyz = ((float3(float3(_Is_LightColor_1st_Shade, _Is_LightColor_1st_Shade, _Is_LightColor_1st_Shade)) * u_xlat1_d.xyz) + u_xlat0_d.xyz); u_xlat1_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _BaseMap); u_xlat10_1.xyz = tex2D(_BaseMap, u_xlat1_d.xy).xyz; u_xlat1_d.xyz = (u_xlat10_1.xyz * _BaseColor.xyz); u_xlat2_d.xyz = ((u_xlat1_d.xyz * _LightColor0.xyz) + (-u_xlat1_d.xyz)); u_xlat1_d.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat2_d.xyz) + u_xlat1_d.xyz); u_xlat16_2.xyz = normalize(_WorldSpaceLightPos0.xyz); u_xlat3.xyz = normalize(in_f.texcoord2.xyz); u_xlat15 = (((u_xlat16_15)?(1):(0)!=0))?(1):((1)); u_xlat4.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat3.xyz); u_xlat3.xyz = ((u_xlat3.xyz * float3(u_xlat15, u_xlat15, u_xlat15)) + float3(1, 1, 1)); u_xlat15 = dot(u_xlat4.xyz, u_xlat16_2.xyz); u_xlat15 = ((u_xlat15 * 0.5) + 0.5); u_xlat16 = (_Tweak_SystemShadowsLevel + 1); u_xlat16 = clamp(u_xlat16, 0, 1); u_xlat16 = ((u_xlat15 * u_xlat16) + (-u_xlat15)); u_xlat0_d.w = ((_Set_SystemShadowsToBase * u_xlat16) + u_xlat15); u_xlat1_d.w = (_BaseColor_Step + (-_BaseShade_Feather)); u_xlat0_d = (u_xlat0_d + (-u_xlat1_d)); u_xlat16 = ((-u_xlat1_d.w) + _BaseColor_Step); u_xlat15 = (u_xlat0_d.w / u_xlat16); u_xlat15 = ((-u_xlat15) + 1); u_xlat15 = clamp(u_xlat15, 0, 1); u_xlat15 = (u_xlat15 * in_f.texcoord3); u_xlat0_d.xyz = ((float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat0_d.xyz) + u_xlat1_d.xyz); u_xlat1_d.xyz = ((-in_f.texcoord1.xyz) + _WorldSpaceCameraPos.xyz); u_xlat1_d.xyz = normalize(u_xlat1_d.xyz); u_xlat15 = dot(u_xlat4.xyz, u_xlat1_d.xyz); u_xlat15 = ((-u_xlat15) + 1); u_xlat15 = log2(u_xlat15); u_xlat1_d.x = ((_RimLight_Power * (-3)) + 3); u_xlat1_d.x = exp2(u_xlat1_d.x); u_xlat15 = (u_xlat15 * u_xlat1_d.x); u_xlat15 = exp2(u_xlat15); u_xlatb1 = (u_xlat15>=_RimLight_InsideMask); u_xlat15 = (u_xlat15 + (-_RimLight_InsideMask)); u_xlat1_d.x = (u_xlatb1)?(1):(float(0)); u_xlat6 = ((-_RimLight_InsideMask) + 1); u_xlat15 = (u_xlat15 / u_xlat6); u_xlat1_d.x = ((-u_xlat15) + u_xlat1_d.x); u_xlat15 = ((_RimLight_FeatherOff * u_xlat1_d.x) + u_xlat15); u_xlat15 = clamp(u_xlat15, 0, 1); u_xlat1_d.xyz = ((_RimLightColor.xyz * _LightColor0.xyz) + (-_RimLightColor.xyz)); u_xlat1_d.xyz = ((float3(float3(_Is_LightColor_RimLight, _Is_LightColor_RimLight, _Is_LightColor_RimLight)) * u_xlat1_d.xyz) + _RimLightColor.xyz); u_xlat1_d.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat1_d.xyz); u_xlat0_d.xyz = ((float3(_RimLight, _RimLight, _RimLight) * u_xlat1_d.xyz) + u_xlat0_d.xyz); u_xlat0_d.xyz = clamp(u_xlat0_d.xyz, 0, 1); u_xlatb15 = (_Camouflage>=0.800000012); u_xlat0_d.xyz = (int(u_xlatb15))?(float3(0, 0, 0)):(u_xlat0_d.xyz); u_xlat15 = (u_xlatb15)?(1):(float(0)); u_xlat1_d.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat3.xyz); out_f.color.xyz = ((u_xlat1_d.xyz * float3(0.5, 0.5, 0.5)) + u_xlat0_d.xyz); u_xlat0_d.x = ((-_Camouflage) + 1); out_f.color.w = (u_xlat0_d.x * _Alpha); return out_f; } ENDCG } // end phase Pass // ind: 3, name: ShadowCaster { Name "ShadowCaster" Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" } Cull Off Offset 1, 1 // m_ProgramMask = 6 CGPROGRAM #pragma multi_compile SHADOWS_DEPTH //#pragma target 4.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define CODE_BLOCK_VERTEX //uniform float4 unity_LightShadowBias; //uniform float4x4 unity_ObjectToWorld; //uniform float4x4 unity_MatrixVP; struct appdata_t { float4 vertex :POSITION0; }; struct OUT_Data_Vert { float4 vertex :SV_POSITION; }; struct v2f { float4 vertex :Position; }; struct OUT_Data_Frag { float4 color :SV_Target0; }; float4 u_xlat0; float4 u_xlat1; float u_xlat4; OUT_Data_Vert vert(appdata_t in_v) { OUT_Data_Vert out_v; u_xlat0 = UnityObjectToClipPos(in_v.vertex); u_xlat1.x = (unity_LightShadowBias.x / u_xlat0.w); u_xlat1.x = clamp(u_xlat1.x, 0, 1); u_xlat4 = (u_xlat0.z + u_xlat1.x); u_xlat1.x = max((-u_xlat0.w), u_xlat4); out_v.vertex.xyw = u_xlat0.xyw; u_xlat0.x = ((-u_xlat4) + u_xlat1.x); out_v.vertex.z = ((unity_LightShadowBias.y * u_xlat0.x) + u_xlat4); return out_v; } #define CODE_BLOCK_FRAGMENT OUT_Data_Frag frag(v2f in_f) { OUT_Data_Frag out_f; out_f.color = float4(0, 0, 0, 0); return out_f; } ENDCG } // end phase } FallBack Off }