Shader "Raliv/Orifice" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,0) _Metallic("Metallic", 2D) = "black" {} _Smoothness("Smoothness", Range( 0 , 1)) = 1 _BumpMap("Normal Map", 2D) = "bump" {} _Emission("Emission", 2D) = "black" {} _EmissionPower("EmissionPower", Range( 0 , 3)) = 1 _Occlusion("Occlusion", 2D) = "white" {} _OrificeData("OrificeData", 2D) = "white" {} _EntryOpenDuration("Entry Trigger Duration", Range( 0 , 1)) = 0.1 _Shape1Depth("Shape 1 Trigger Depth", Range( 0 , 5)) = 0.1 _Shape1Duration("Shape 1 Trigger Duration", Range( 0 , 1)) = 0.1 _Shape2Depth("Shape 2 Trigger Depth", Range( 0 , 5)) = 0.2 _Shape2Duration("Shape 2 Trigger Duration", Range( 0 , 1)) = 0.1 _Shape3Depth("Shape 3 Trigger Depth", Range( 0 , 5)) = 0.3 _Shape3Duration("Shape 3 Trigger Duration", Range( 0 , 1)) = 0.1 _BlendshapePower("Blend Shape Power", Range(0,5)) = 1 _BlendshapeBadScaleFix("Blend Shape Bad Scale Fix", Range(1,100)) = 1 [Header(Advanced)]_OrificeChannel("OrificeChannel Please Use 0", Float) = 0 [Header(Toon Shading (Check to activate))]_CellShadingSharpness("Cell Shading Sharpness", Range( 0 , 1)) = 0 _ToonSpecularSize("ToonSpecularSize", Range( 0 , 1)) = 0 _ToonSpecularIntensity("ToonSpecularIntensity", Range( 0 , 1)) = 0 [Toggle(_TOONSHADING_ON)] _ToonShading("Toon Shading", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGPROGRAM #include "UnityPBSLighting.cginc" #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma multi_compile __ _TOONSHADING_ON #pragma surface surf StandardCustomLighting keepalpha noshadow vertex:vertexDataFunc struct appdata_full_custom { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID uint vertexId : SV_VertexID; }; struct Input { float2 uv_texcoord; float3 worldNormal; INTERNAL_DATA float3 worldPos; }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Color; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform sampler2D _Emission; uniform float4 _Emission_ST; uniform float _EmissionPower; uniform sampler2D _Metallic; uniform float4 _Metallic_ST; uniform float _Smoothness; uniform sampler2D _Occlusion; uniform float4 _Occlusion_ST; uniform float _CellShadingSharpness; uniform float _ToonSpecularSize; uniform float _ToonSpecularIntensity; #define RALIV_ORIFICE; #include "../Plugins/RalivDPS_Defines.cginc" #include "../Plugins/RalivDPS_Functions.cginc" void vertexDataFunc( inout appdata_full_custom v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float3 normal = normalize( v.normal ); float3 tangent = normalize( v.tangent.xyz ); float3 binormal = normalize(cross( normal , tangent )); OrificeReshape(v.vertex, v.normal, v.tangent.xyz, v.vertexId); } inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; SurfaceOutputStandard s393 = (SurfaceOutputStandard) 0; float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); float4 temp_output_146_0 = ( tex2DNode145 * _Color ); s393.Albedo = temp_output_146_0.rgb; float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 tex2DNode147 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); s393.Normal = WorldNormalVector( i , tex2DNode147 ); float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; float4 tex2DNode283 = tex2D( _Emission, uv_Emission ); s393.Emission = ( tex2DNode283 * _EmissionPower ).rgb; float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode148 = tex2D( _Metallic, uv_Metallic ); s393.Metallic = tex2DNode148.r; s393.Smoothness = ( tex2DNode148.a * _Smoothness ); float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; s393.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; data.light = gi.light; UnityGI gi393 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g393 = UnityGlossyEnvironmentSetup( s393.Smoothness, data.worldViewDir, s393.Normal, float3(0,0,0)); gi393 = UnityGlobalIllumination( data, s393.Occlusion, s393.Normal, g393 ); #endif float3 surfResult393 = LightingStandard ( s393, viewDir, gi393 ).rgb; surfResult393 += s393.Emission; #ifdef UNITY_PASS_FORWARDADD//393 surfResult393 -= s393.Emission; #endif//393 #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc float4 ase_lightColor = 0; #else //aselc float4 ase_lightColor = _LightColor0; #endif //aselc float3 newWorldNormal396 = (WorldNormalVector( i , tex2DNode147 )); float3 ase_worldPos = i.worldPos; #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld float3 ase_worldlightDir = 0; #else //aseld float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); #endif //aseld float dotResult5_g1 = dot( newWorldNormal396 , ase_worldlightDir ); float temp_output_402_0 = ( _CellShadingSharpness * 10.0 ); UnityGI gi411 = gi; float3 diffNorm411 = WorldNormalVector( i , tex2DNode147 ); gi411 = UnityGI_Base( data, 1, diffNorm411 ); float3 indirectDiffuse411 = gi411.indirect.diffuse + diffNorm411 * 0.0001; float temp_output_470_0 = ( 1.0 - _ToonSpecularSize ); float temp_output_457_0 = ( temp_output_470_0 * temp_output_470_0 ); float3 normalizeResult446 = normalize( reflect( -ase_worldlightDir , newWorldNormal396 ) ); float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float dotResult418 = dot( normalizeResult446 , ase_worldViewDir ); float saferPower437 = max( dotResult418 , 0.0001 ); float temp_output_437_0 = pow( saferPower437 , 20.0 ); float smoothstepResult449 = smoothstep( temp_output_457_0 , ( temp_output_457_0 + ( ( 1.1 - temp_output_457_0 ) * 0.5 ) ) , temp_output_437_0); #ifdef _TOONSHADING_ON float4 staticSwitch436 = ( ( ase_lightColor * max( saturate( (-temp_output_402_0 + ((dotResult5_g1*0.5 + 0.5) - 0.0) * (( temp_output_402_0 + 1.0 ) - -temp_output_402_0) / (1.0 - 0.0)) ) , 0.1 ) * temp_output_146_0 ) + ( float4( indirectDiffuse411 , 0.0 ) * temp_output_146_0 ) + ( ase_lightColor * saturate( smoothstepResult449 ) * _ToonSpecularIntensity ) ); #else float4 staticSwitch436 = float4( surfResult393 , 0.0 ); #endif c.rgb = staticSwitch436.rgb; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; o.Normal = float3(0,0,1); float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); float4 temp_output_146_0 = ( tex2DNode145 * _Color ); o.Albedo = temp_output_146_0.rgb; } ENDCG } }