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diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc
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+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+// Character shader
+// Includes falloff shadow and highlight, specular, reflection, and normal mapping
+
+#define ENABLE_CAST_SHADOWS
+
+// Material parameters
+float4 _Color;
+float4 _ShadowColor;
+float4 _LightColor0;
+float _SpecularPower;
+
+float4 _MainTex_ST;
+
+// Textures
+sampler2D _MainTex;
+sampler2D _FalloffSampler;
+sampler2D _RimLightSampler;
+sampler2D _SpecularReflectionSampler;
+sampler2D _EnvMapSampler;
+sampler2D _NormalMapSampler;
+
+// Constants
+#define FALLOFF_POWER 0.3
+
+// Float types
+#define float_t half
+#define float2_t half2
+#define float3_t half3
+#define float4_t half4
+#define float3x3_t half3x3
+
+#ifdef ENABLE_CAST_SHADOWS
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ LIGHTING_COORDS( 0, 1 )
+ float2 uv : TEXCOORD2;
+ float3 eyeDir : TEXCOORD3;
+ float3 lightDir : TEXCOORD4;
+ float3 normal : TEXCOORD5;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD6;
+ float3 binormal : TEXCOORD7;
+ #endif
+};
+
+#else
+
+// Structure from vertex shader to fragment shader
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 eyeDir : TEXCOORD1;
+ float3 lightDir : TEXCOORD2;
+ float3 normal : TEXCOORD3;
+ #ifdef ENABLE_NORMAL_MAP
+ float3 tangent : TEXCOORD4;
+ float3 binormal : TEXCOORD5;
+ #endif
+};
+
+#endif
+
+// Vertex shader
+v2f vert( appdata_tan v )
+{
+ v2f o;
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
+ o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
+
+ // Eye direction vector
+ float4 worldPos = mul( unity_ObjectToWorld, v.vertex );
+ o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;
+ o.lightDir = WorldSpaceLightDir( v.vertex );
+
+ #ifdef ENABLE_NORMAL_MAP
+ // Binormal and tangent (for normal map)
+ o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );
+ o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );
+ #endif
+
+ #ifdef ENABLE_CAST_SHADOWS
+ TRANSFER_VERTEX_TO_FRAGMENT( o );
+ #endif
+
+ return o;
+}
+
+// Overlay blend
+inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )
+{
+ float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;
+ float3_t valUnit = 2.0 * oneMinusLower;
+ float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );
+ float3_t greaterResult = inUpper * valUnit + minValue;
+
+ float3_t lowerResult = 2.0 * inLower * inUpper;
+
+ half3 lerpVals = round(inLower);
+ return lerp(lowerResult, greaterResult, lerpVals);
+}
+
+#ifdef ENABLE_NORMAL_MAP
+
+ // Compute normal from normal map
+ inline float3_t GetNormalFromMap( v2f input )
+ {
+ float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1;
+
+ // Fix for Metal graphics API
+ float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x );
+ float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y );
+ float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z );
+
+ normalVec = float3_t(
+ dot( normalVec, xBasis ),
+ dot( normalVec, yBasis ),
+ dot( normalVec, zBasis )
+ );
+ normalVec = normalize( normalVec );
+
+ return normalVec;
+ }
+
+#endif
+
+// Fragment shader
+float4 frag( v2f i ) : COLOR
+{
+ float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );
+
+ #ifdef ENABLE_NORMAL_MAP
+ float3_t normalVec = GetNormalFromMap( i );
+ #else
+ float3_t normalVec = i.normal;
+ #endif
+
+ // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
+ float_t normalDotEye = dot( normalVec, i.eyeDir.xyz );
+ float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );
+ float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
+ float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;
+ float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );
+ combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );
+
+ // Specular
+ // Use the eye vector as the light vector
+ float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );
+ float_t specularDot = dot( normalVec, i.eyeDir.xyz );
+ float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );
+ float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;
+ combinedColor += specularColor;
+
+ // Reflection
+ float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;
+ float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );
+ float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;
+ reflectColor = GetOverlayColor( reflectColor, combinedColor );
+
+ combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );
+ combinedColor *= _Color.rgb * _LightColor0.rgb;
+ float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;
+
+ #ifdef ENABLE_CAST_SHADOWS
+ // Cast shadows
+ shadowColor = _ShadowColor.rgb * combinedColor;
+ float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
+ combinedColor = lerp( shadowColor, combinedColor, attenuation );
+ #endif
+
+ // Rimlight
+ float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );
+ falloffU = saturate( rimlightDot * falloffU );
+ falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
+ float3_t lightColor = diffSamplerColor.rgb; // * 2.0;
+ combinedColor += falloffU * lightColor;
+
+ return float4( combinedColor, opacity );
+}