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