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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Shaders/UnityChan/CharaSkin.cginc
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Art/Shaders/UnityChan/CharaSkin.cginc')
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaSkin.cginc105
1 files changed, 0 insertions, 105 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc
deleted file mode 100644
index 1f6d45be..00000000
--- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc
+++ /dev/null
@@ -1,105 +0,0 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
-
-// Character skin shader
-// Includes falloff shadow
-
-#define ENABLE_CAST_SHADOWS
-
-// Material parameters
-float4 _Color;
-float4 _ShadowColor;
-float4 _LightColor0;
-float4 _MainTex_ST;
-
-// Textures
-sampler2D _MainTex;
-sampler2D _FalloffSampler;
-sampler2D _RimLightSampler;
-
-// Constants
-#define FALLOFF_POWER 1.0
-
-#ifdef ENABLE_CAST_SHADOWS
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- LIGHTING_COORDS( 0, 1 )
- float3 normal : TEXCOORD2;
- float2 uv : TEXCOORD3;
- float3 eyeDir : TEXCOORD4;
- float3 lightDir : TEXCOORD5;
-};
-
-#else
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- float3 normal : TEXCOORD0;
- float2 uv : TEXCOORD1;
- float3 eyeDir : TEXCOORD2;
- float3 lightDir : TEXCOORD3;
-};
-
-#endif
-
-// Float types
-#define float_t half
-#define float2_t half2
-#define float3_t half3
-#define float4_t half4
-
-// Vertex shader
-v2f vert( appdata_base v )
-{
- v2f o;
- o.pos = UnityObjectToClipPos( v.vertex );
- o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
-
- // Eye direction vector
- float4_t worldPos = mul( unity_ObjectToWorld, v.vertex );
- o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos );
-
- o.lightDir = WorldSpaceLightDir( v.vertex );
-
-#ifdef ENABLE_CAST_SHADOWS
- TRANSFER_VERTEX_TO_FRAGMENT( o );
-#endif
-
- return o;
-}
-
-// Fragment shader
-float4 frag( v2f i ) : COLOR
-{
- float4_t diffSamplerColor = tex2D( _MainTex, i.uv );
-
- // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
- float_t normalDotEye = dot( i.normal, i.eyeDir );
- float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 );
- float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
- float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a );
-
- // Rimlight
- float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) );
- falloffU = saturate( rimlightDot * falloffU );
- //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 );
- falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
- float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0;
- combinedColor += falloffU * lightColor;
-
-#ifdef ENABLE_CAST_SHADOWS
- // Cast shadows
- float3_t shadowColor = _ShadowColor.rgb * combinedColor;
- float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
- combinedColor = lerp( shadowColor, combinedColor, attenuation );
-#endif
-
- return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0;
-}