res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Patreon/EyeFX/PoiyomiEyeFX.shader

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2023-07-16 02:51:23 +00:00
Shader ".poiyomi/Patreon/EyeFx"
{
Properties
{
[HideInInspector] shader_is_using_thry_editor("", Float)=0
_MainTex ("Background", 2D) = "white" { }
_GradientFront ("Gradient Front", 2D) = "black" { }
_GradientBack ("Gradient Back", 2D) = "black" { }
_LineworkMask ("Linework Mask", 2D) = "black" { }
_HighlightMask ("Highlight Mask", 2D) = "black" { }
_FrontTexture ("Front Texture", 2D) = "white" { }
_BackTexture ("Back Texture", 2D) = "white" { }
_NoiseFront ("Noise Front Gradient", 2D) = "black" { }
_NoiseBack ("Noise Back Gradient", 2D) = "black" { }
_FrontTexturePan ("Front Texture Pan", Vector) = (0, 0, 0, 0)
_BackTexturePan ("Back Texture Pan", Vector) = (0, 0, 0, 0)
_NoiseFrontPanSpeed ("Noise Front Pan Speed", Vector) = (0, 0, 0, 0)
_NoiseBackPanSpeed ("Noise Back Pan Speed", Vector) = (0, 0, 0, 0)
[Space(20)]
_FrontGradientMod ("Front Grad Mod", Range(-1,1)) = 0
_BackGradientMod ("Back Grad Mod", Range(-1,1)) = 0
[Space(20)]
_GradientFrontColor ("Front Color", Color) = (1, 1, 1, 1)
_FrontEmission ("Front Emission", Float) = 0
_GradientBackColor ("Back Color", Color) = (1, 1, 1, 1)
_BackEmission ("Back Emission", Float) = 0
_Color ("BackgroundColor", Color) = (1, 1, 1, 1)
_BackgroundEmission ("Background Emission", Float) = 0
_LineworkColor ("Linework Color", Color) = (1, 1, 1, 1)
_LineworkEmission ("Linework Emission", Float) = 0
_HighlightColor ("Highlight Color", Color) = (1, 1, 1, 1)
_HighlightEmission ("Highlight Emission", Float) = 0
[Space(20)]
_BlendFront ("Front Soft-Hard", Range(0, 1)) = 1
_BlendBack ("Back Soft-Hard", Range(0, 1)) = 1
[Enum(Unlit, 0, Lit, 1)] _Lit ("Lighting", Int) = 0
}
SubShader
{
LOD 100
CGINCLUDE
#pragma target 5.0
ENDCG
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0, 0
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityPBSLighting.cginc"
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 texcoord: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
UNITY_VERTEX_INPUT_INSTANCE_ID
};
sampler2D _MainTex; float4 _MainTex_ST;
sampler2D _GradientFront; float4 _GradientFront_ST;
sampler2D _GradientBack; float4 _GradientBack_ST;
sampler2D _LineworkMask; float4 _LineworkMask_ST;
sampler2D _HighlightMask; float4 _HighlightMask_ST;
sampler2D _NoiseFront; float4 _NoiseFront_ST;
sampler2D _NoiseBack; float4 _NoiseBack_ST;
sampler2D _FrontTexture; float4 _FrontTexture_ST;
sampler2D _BackTexture; float4 _BackTexture_ST;
float4 _FrontTexturePan;
float4 _BackTexturePan;
int _Lit;
// Colors
float4 _Color;
float4 _GradientFrontColor, _GradientBackColor, _LineworkColor, _HighlightColor;
float _BackgroundEmission, _FrontEmission, _BackEmission, _LineworkEmission, _HighlightEmission;
float _FrontGradientMod;
float _BackGradientMod;
// Blending
float _BlendBack, _BlendFront;
// Motion
float4 _NoiseFrontPanSpeed, _NoiseBackPanSpeed;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = float4(v.texcoord.xy, 0, 0);
return o;
}
fixed4 frag(v2f i): SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
_FrontGradientMod = 1 - _FrontGradientMod;
_BackGradientMod = 1 - _BackGradientMod;
float4 background = tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
float gradientFront = tex2D(_GradientFront, TRANSFORM_TEX(i.uv, _GradientFront));
float gradientBack = tex2D(_GradientBack, TRANSFORM_TEX(i.uv, _GradientBack));
float lineworkMask = tex2D(_LineworkMask, TRANSFORM_TEX(i.uv, _LineworkMask));
float highlightMask = tex2D(_HighlightMask, TRANSFORM_TEX(i.uv, _HighlightMask));
float4 frontTexture = tex2D(_FrontTexture, TRANSFORM_TEX(i.uv, _FrontTexture) + _FrontTexturePan * _Time.y);
float4 backTexture = tex2D(_BackTexture, TRANSFORM_TEX(i.uv, _BackTexture) + _BackTexturePan * _Time.y);
float noiseFront = tex2D(_NoiseFront, TRANSFORM_TEX(i.uv, _NoiseFront) + _Time.y * _NoiseFrontPanSpeed);
float noiseBack = tex2D(_NoiseBack, TRANSFORM_TEX(i.uv, _NoiseBack) + _Time.y * _NoiseBackPanSpeed);
float frontAlpha = gradientFront - (gradientFront * lerp(lerp(_FrontGradientMod - noiseFront, 0, gradientFront), (1 - step(_FrontGradientMod - gradientFront, noiseFront)), _BlendFront));
float backAlpha = gradientBack - (gradientBack * lerp(lerp(_BackGradientMod - noiseBack, 0, gradientBack), (1 - step(_BackGradientMod - gradientBack, noiseBack)), _BlendBack));
// Ambient Lighting
float3 poiLighting = clamp(ShadeSH9(float4(0, 0, 0, 1)) + _LightColor0.rgb, 0, _LightColor0.a);
fixed4 finalColor = float4(background.rgb * _Color, 1);
finalColor = lerp(finalColor, _GradientBackColor * backTexture, backAlpha);
finalColor = lerp(finalColor, _GradientFrontColor * frontTexture, frontAlpha);
finalColor = lerp(finalColor, _LineworkColor, lineworkMask);
finalColor = lerp(finalColor, _HighlightColor, highlightMask);
finalColor.rgb *= lerp(1, poiLighting, _Lit);
fixed4 emissionColor = float4(background.rgb * _Color * _BackgroundEmission, 1);
emissionColor = lerp(emissionColor, _GradientBackColor * backTexture * _BackEmission, backAlpha);
emissionColor = lerp(emissionColor, _GradientFrontColor * frontTexture * _FrontEmission, frontAlpha);
emissionColor = lerp(emissionColor, _LineworkColor * _LineworkEmission, lineworkMask);
emissionColor = lerp(emissionColor, _HighlightColor * _HighlightEmission, highlightMask);
return finalColor + emissionColor;
}
ENDCG
}
}
}