holopy3/Assets/Minimalist Free v2.4.2/Shaders/BuiltInRenderPipeline/Minimalist Standard LocalSpace.shader

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2020-12-10 14:25:12 +00:00
shader "Minimalist Free/Standard LocalSpace" {
Properties{
//Texture Module
[HideInInspector][MaterialToggle] _ShowTexture ("Show Texture settngs", Float ) = 0
_MainTexture ("Main Texture", 2D) = "white" {}
_MainTexturePower ("Main Texture Power", Range(-1, 1)) = 0
//Custom Shading
[HideInInspector][MaterialToggle] _ShowCustomShading ("Show Custom Shading settngs", Float ) = 0
[HideInInspector][MaterialToggle] _ShowFront ("Front", Float ) = 0
[HideInInspector][KeywordEnum(VertexColor, SolidColor, Gradient)] _Shading_F("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_F("Shading mode", Float) = 0
[HideInInspector]_GizmoPosition_F("front gizmo", Vector) = (0, 0, 10, 10)
_Color1_F("Forward Color 1", Color) = (1, 1, 1, 1)
_Color2_F("Forward Color 2", Color) = (1, 1, 1, 1)
_GradientYStartPos_F ("Gradient start Y", Vector) = (0, 0, 0, 0)
_GradientHeight_F("Gradient Height", Float) = 1
_Rotation_F("Rotation", Range(0, 360)) = 0
[HideInInspector][MaterialToggle] _ShowBack ("Front", Float ) = 0
[HideInInspector][KeywordEnum(Vertex Color, Solid Color, Gradient)] _Shading_B("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_B("Shading mode", Float) = 0
[HideInInspector]_GizmoPosition_B("back gizmo", Vector) = (0, 0, 10, 10)
_Color1_B("Backward Color 1", Color) = (1, 1, 1, 1)
_Color2_B("Backward Color 2", Color) = (1, 1, 1, 1)
_GradientYStartPos_B ("Gradient start Y", Vector) = (0, 0, 0, 0)
_GradientHeight_B("Gradient Height", Float) = 1
_Rotation_B("Rotation", Range(0, 360)) = 0
[HideInInspector][MaterialToggle] _ShowLeft ("Front", Float ) = 0
[HideInInspector][KeywordEnum(Vertex Color, Solid Color, Gradient)] _Shading_L("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_L("Shading mode", Float) = 0
[HideInInspector]_GizmoPosition_L("Left gizmo", Vector) = (0, 0, 10, 10)
_Color1_L("Left Color 1", Color) = (1, 1, 1, 1)
_Color2_L("Left Color 2", Color) = (1, 1, 1, 1)
_GradientYStartPos_L ("Gradient start Y", Vector) = (0, 0, 0, 0)
_GradientHeight_L("Gradient Height", Float) = 1
_Rotation_L("Rotation", Range(0, 360)) = 0
[HideInInspector][MaterialToggle] _ShowRight ("Front", Float ) = 0
[HideInInspector][KeywordEnum(Vertex Color, Solid Color, Gradient)] _Shading_R("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_R("Shading mode", Float) = 0
[HideInInspector]_GizmoPosition_R("Right gizmo", Vector) = (0, 0, 10, 10)
_Color1_R("Right Color 1", Color) = (1, 1, 1, 1)
_Color2_R("Right Color 2", Color) = (1, 1, 1, 1)
_GradientYStartPos_R ("Gradient start Y", Vector) = (0, 0, 0, 0)
_GradientHeight_R("Gradient Height", Float) = 1
_Rotation_R("Rotation", Range(0, 360)) = 0
[HideInInspector][MaterialToggle] _ShowTop ("Top", Float ) = 0
[HideInInspector][KeywordEnum(Vertex Color, Solid Color, Gradient)] _Shading_T("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_T("Gradient mode", Float) = 0
[HideInInspector]_GizmoPosition_T("Top gizmo", Vector) = (0, 0, 10, 10)
_Color1_T ("Top Color 1", Color) = (1, 1, 1, 1)
_Color2_T ("Top Color 2", Color) = (1, 1, 1, 1)
_GradientXStartPos_T ("Gradient start X", Vector) = (0, 0, 0, 0)
_GradientHeight_T("Gradient Height", Float) = 1
_Rotation_T("Rotation", Range(0, 360)) = 0
[HideInInspector][MaterialToggle] _ShowBottom ("Botttom", Float ) = 0
[HideInInspector][KeywordEnum(Vertex Color, Solid Color, Gradient)] _Shading_D("Shading mode", Float) = 0
[HideInInspector][KeywordEnum(Use Global, Custom)] _GradSettings_D("Gradient mode", Float) = 0
[HideInInspector]_GizmoPosition_D("Down gizmo", Vector) = (0, 0, 10, 10)
_Color1_D ("Bottom Color 1", Color) = (1, 1, 1, 1)
_Color2_D ("Bottom Color 2", Color) = (1, 1, 1, 1)
_GradientXStartPos_D ("Gradient start X", Vector) = (0, 0, 0, 0)
_GradientHeight_D("Gradient Height", Float) = 1
_Rotation_D("Rotation", Range(0, 360)) = 0
//Ambient Occlution
[HideInInspector][MaterialToggle] _ShowAO ("AO", Float ) = 0
[HideInInspector][MaterialToggle] _AOEnable ("Enable", Float ) = 0
_AOTexture ("AO Texture", 2D) = "white" {}
_AOColor ("AO Color", Color) = (0, 0, 0, 1)
_AOPower ("AO Texture Power", Range(0, 3)) = 1
[HideInInspector][KeywordEnum(uv0, uv1)] _AOuv("UV", Float) = 0
//Lightmap
[HideInInspector][MaterialToggle] _ShowLMap ("Lightmap", Float ) = 0
[HideInInspector][MaterialToggle] _LmapEnable ("Enable", Float ) = 0
[HideInInspector][KeywordEnum(Add, Multiply, AO)] _LmapBlendingMode("Blend Mode", Float) = 0
_LMColor ("LightMap Color", Color) = (0, 0, 0, 1)
_LMPower ("LightMap Power", Range(0, 5.0)) = 1
//Fog
[HideInInspector][MaterialToggle] _ShowFog ("ShowFog", Float ) = 0
[MaterialToggle] _UnityFogEnable ("Fog", Float ) = 0
[MaterialToggle] _HFogEnable ("Fog", Float ) = 0
_Color_Fog ("Fog Color", Color) = (0.5, 0.5, 0.5, 1)
_FogYStartPos ("Gradient start Y", Float) = 0
_FogHeight("Gradient Height", Float) = 10
//Color Correction
[HideInInspector][MaterialToggle] _ShowColorCorrection ("Color Correction", Float ) = 0
[HideInInspector][MaterialToggle] _ColorCorrectionEnable ("Enable", Float ) = 0
_TintColor ("Tint Color", Color) = (0, 0, 0, 1)
_Saturation ("Saturation", Range(0, 1)) = 0
_Brightness ("Brightness", Range(-1, 1)) = 0
//OtherSettings
[MaterialToggle] _OtherSettings ("OtherSettings", Float ) = 0
[HideInInspector][MaterialToggle] _ShowGlobalGradientSettings ("Show Global Gradient Settings", Float ) = 0
_GradientYStartPos_G ("Gradient start Y", Vector) = (0, 0, 0, 0)
_GradientHeight_G("Gradient Height", Float) = 1
_Rotation_G("Rotation", Float) = 0
[HideInInspector][MaterialToggle] _ShowAmbientSettings ("Show Ambient Settings", Float ) = 0
_AmbientColor("Ambient Color",Color) = (0, 0, 0, 0)
_AmbientPower("Ambient Power", Range(0, 2.0)) = 0
[HideInInspector][MaterialToggle] _RimEnable ("Use Rim", Float ) = 0
_RimColor ("Rim Color", Color) = (0, 0, 0, 1)
_RimPower ("Power", Range(0, 4)) = 1
[MaterialToggle] _RealtimeShadow ("RealTime Shadow", Float ) = 0
_ShadowColor("ShadowColor", Color) = (0, 0, 0, 1)
_ShadowInfluence ("Influence", Range(0.001, 2)) = 0
_ShadowBlend ("Strength", Range(0, 1)) = 0
[KeywordEnum(World Space, Local Space)] _GradientSpace("Gradient Space", Float) = 0
[MaterialToggle] _DontMix ("Don't Mix Color", Float ) = 0
_Fade ("Fade", Range(0, 1)) = 1
[KeywordEnum(Opaque, Transparent)] _Mode("Mode", Float) = 0
[HideInInspector] _SrcBlend ("_src", Float) = 1.0
[HideInInspector] _DstBlend ("_dst", Float) = 0.0
[HideInInspector] _ZWrite ("_zWrite", Float) = 0.0
[HideInInspector] _ZWriteOverride ("_zWrite", Float) = 0.0
_Cull("Cull", Float) = 2
}
SubShader{
Tags{"DisableBatching" = "True" }
Pass{
Name "StandardPass"
Tags {"RenderType"="Opaque" "LIGHTMODE"="ForwardBase"}
Blend [_SrcBlend] [_DstBlend]
cull back
ZWrite [_ZWrite]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma fragmentoption ARB_precision_hint_fastest
//shader_features
#pragma shader_feature TEXTUREMODULE_ON
#pragma shader_feature FRONTGRADIENT
#pragma shader_feature BACKGRADIENT
#pragma shader_feature LEFTGRADIENT
#pragma shader_feature RIGHTGRADIENT
#pragma shader_feature TOPGRADIENT
#pragma shader_feature BOTTOMGRADIENT
#pragma shader_feature FRONTSOLID
#pragma shader_feature BACKSOLID
#pragma shader_feature LEFTSOLID
#pragma shader_feature RIGHTSOLID
#pragma shader_feature TOPSOLID
#pragma shader_feature BOTTOMSOLID
#pragma shader_feature AO_ON_UV0
#pragma shader_feature AO_ON_UV1
#pragma shader_feature LIGHTMAP_ADD
#pragma shader_feature LIGHTMAP_MULTIPLY
#pragma shader_feature LIGHTMAP_AO
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature UNITY_FOG
#pragma shader_feature SHADOW_ON
#pragma shader_feature COLORCORRECTION_ON
#pragma shader_feature USERIM
#pragma shader_feature DONTMIX
#include "UnityCG.cginc"
#include "AutoLight.cginc"
//Uniforms
#if TEXTUREMODULE_ON
uniform sampler2D _MainTexture; uniform half4 _MainTexture_ST;
uniform half _MainTexturePower;
#endif
#if FRONTSOLID || FRONTGRADIENT
uniform half3 _Color1_F;
#if FRONTGRADIENT
uniform half3 _Color2_F;
uniform half2 _GradientYStartPos_F;
uniform half _GradientHeight_F;
uniform half _Rotation_F;
#endif
#endif
#if BACKSOLID || BACKGRADIENT
uniform half3 _Color1_B;
#if BACKGRADIENT
uniform half3 _Color2_B;
uniform half2 _GradientYStartPos_B;
uniform half _GradientHeight_B;
uniform half _Rotation_B;
#endif
#endif
#if LEFTSOLID || LEFTGRADIENT
uniform half3 _Color1_L;
#if LEFTGRADIENT
uniform half3 _Color2_L;
uniform half2 _GradientYStartPos_L;
uniform half _GradientHeight_L;
uniform half _Rotation_L;
#endif
#endif
#if RIGHTSOLID || RIGHTGRADIENT
uniform half3 _Color1_R;
#if RIGHTGRADIENT
uniform half3 _Color2_R;
uniform half2 _GradientYStartPos_R;
uniform half _GradientHeight_R;
uniform half _Rotation_R;
#endif
#endif
#if TOPSOLID || TOPGRADIENT
uniform half3 _Color1_T;
#if TOPGRADIENT
uniform half3 _Color2_T;
uniform half2 _GradientXStartPos_T;
uniform half _GradientHeight_T;
uniform half _Rotation_T;
#endif
#endif
#if BOTTOMSOLID || BOTTOMGRADIENT
uniform half3 _Color1_D;
#if BOTTOMGRADIENT
uniform half3 _Color2_D;
uniform half2 _GradientXStartPos_D;
uniform half _GradientHeight_D;
uniform half _Rotation_D;
#endif
#endif
#if AO_ON_UV0 || AO_ON_UV1
uniform sampler2D _AOTexture; uniform half4 _AOTexture_ST;
uniform half3 _AOColor;
uniform half _AOPower;
#endif
#if LIGHTMAP_AO
uniform half3 _LMColor;
#endif
uniform half _LMPower;
#if HEIGHT_FOG
uniform half3 _Color_Fog;
uniform half _FogYStartPos;
uniform half _FogHeight;
#endif
#if USERIM
uniform half3 _RimColor;
uniform half _RimPower;
#endif
#if COLORCORRECTION_ON
uniform half3 _TintColor;
uniform half _Saturation;
uniform half _Brightness;
#endif
uniform half3 _AmbientColor;
uniform half _AmbientPower;
#if SHADOW_ON
uniform half3 _ShadowColor;
uniform half _ShadowInfluence;
uniform half _ShadowBlend;
#endif
uniform half _GradientSpace;
uniform half _Fade;
//Direction vector constants
static const half3 FrontDir = half3(0, 0, 1);
static const half3 BackDir = half3(0, 0, -1);
static const half3 LeftDir = half3(1, 0, 0);
static const half3 RightDir = half3(-1, 0, 0);
static const half3 TopDir = half3(0, 1, 0);
static const half3 BottomDir = half3(0, -1, 0);
static const half3 whiteColor = half3(1, 1, 1);
struct vertexInput{
float4 vertex : POSITION;
half3 normal : NORMAL;
half3 vColor : COLOR;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
};
struct vertexOutput{
float4 pos : POSITION;
float4 worldPos : TEXCOORD0;
#if TEXTUREMODULE_ON
float2 uv : TEXCOORD1;
#endif
#if LIGHTMAP_ADD || LIGHTMAP_MULTIPLY || LIGHTMAP_AO
float2 lightmapUV : TEXCOORD2;
#endif
float3 customLighting : COLOR0;
#if AO_ON_UV0 || AO_ON_UV1
float2 aouv : TEXCOORD4;
#endif
#if UNITY_FOG
UNITY_FOG_COORDS(5)
#endif
#if SHADOW_ON
LIGHTING_COORDS(6, 7)
float3 normalDir : TEXCOORD8;
#endif
#if USERIM
float rimCol : COLOR1;
#endif
};
vertexOutput vert(vertexInput v)
{
vertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
half3 normal = normalize(mul(unity_ObjectToWorld, half4(v.normal, 0))).xyz;
//Maping Texture
#if TEXTUREMODULE_ON
o.uv = TRANSFORM_TEX(v.uv0, _MainTexture);
#endif
//Maping AO maps
#if AO_ON_UV0
o.aouv = TRANSFORM_TEX(v.uv0, _AOTexture);
#endif
#if AO_ON_UV1
o.aouv = TRANSFORM_TEX(v.uv1, _AOTexture);
#endif
//Calculating custom shadings
half3 colorFront, colorBack, colorLeft, colorRight, colorTop, colorDown;
half dirFront = max(dot(normal, FrontDir), 0.0);
half dirBack = max(dot(normal, BackDir), 0.0);
half dirLeft = max(dot(normal, LeftDir), 0.0);
half dirRight = max(dot(normal, RightDir), 0.0);
half dirTop = max(dot(normal, TopDir), 0.0);
half dirBottom = max(dot(normal, BottomDir), 0.0);
colorFront = colorBack = colorLeft = colorRight = colorTop = colorDown = v.vColor;
#if FRONTSOLID
colorFront = _Color1_F;
#endif
#if BACKSOLID
colorBack = _Color1_B;
#endif
#if LEFTSOLID
colorLeft = _Color1_L;
#endif
#if RIGHTSOLID
colorRight = _Color1_R;
#endif
#if TOPSOLID
colorTop = _Color1_T;
#endif
#if BOTTOMSOLID
colorDown = _Color1_D;
#endif
float4 GradPos = v.vertex;
half3 Maincolor;
#if DONTMIX
Maincolor = colorFront * dirFront + colorBack * dirBack + colorLeft * dirLeft + colorRight * dirRight + colorTop * dirTop + colorDown * dirBottom;
#else
Maincolor = lerp(colorFront, whiteColor, 1-dirFront) * lerp(colorBack, whiteColor, 1-dirBack) * lerp(colorLeft, whiteColor, 1-dirLeft) * lerp(colorRight, whiteColor, 1-dirRight) * lerp(colorTop, whiteColor, 1-dirTop) * lerp(colorDown, whiteColor, 1-dirBottom);
#endif
o.customLighting = Maincolor + (_AmbientColor * _AmbientPower);
//Lightmap
#if LIGHTMAP_ADD || LIGHTMAP_MULTIPLY || LIGHTMAP_AO
o.lightmapUV = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
//Apply Unity fog
#if UNITY_FOG
UNITY_TRANSFER_FOG(o, o.pos);
#endif
return o;
}
half4 frag(vertexOutput i) : COLOR
{
half4 Result = half4(whiteColor,1);
//applying main texture
#if TEXTUREMODULE_ON
half4 _MainTexture_var = tex2D(_MainTexture, i.uv) + half4(_MainTexturePower, _MainTexturePower, _MainTexturePower, 0);
_MainTexture_var = clamp(_MainTexture_var, 0.0, 1.0);
Result *= _MainTexture_var;
#endif
//Applying AO
#if AO_ON_UV0
half4 AOTexVar = lerp(half4(0, 0, 0, 1), half4(whiteColor, 1), lerp(half4(1,1,1,1), tex2D(_AOTexture, i.aouv), 1));
Result *= AOTexVar;
#endif
#if AO_ON_UV1
half4 AOTexVar = lerp(half4(0, 0, 0, 1), half4(whiteColor, 1), lerp(half4(1,1,1,1), tex2D(_AOTexture, i.aouv), 1));
Result *= AOTexVar;
#endif
//applying custom Lighting Data
Result *= half4(i.customLighting, 1);
//Calculating Lightmap
#if LIGHTMAP_ADD
Result += (half4(DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lightmapUV)), 0));
Result = clamp(Result, 0.0, 1.0);
#endif
#if LIGHTMAP_MULTIPLY
Result *= half4(DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lightmapUV)), 0);
Result = clamp(Result, 0.0, 1.0);
#endif
//Unity Fog
#if UNITY_FOG
UNITY_APPLY_FOG(i.fogCoord, Result);
#endif
Result *= half4(1, 1, 1, _Fade);
return Result;
}
ENDCG
}
}
FallBack "Standard"
CustomEditor "Minimalist.MinimalistStandardEditor"
}