T4M 3 Textures Toon.shader 1.8 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "T4MShaders/ShaderModel2/Toon/T4M 3 Textures Toon" {
  3. Properties {
  4. _Splat0 ("Layer 1", 2D) = "white" {}
  5. _Splat1 ("Layer 2", 2D) = "white" {}
  6. _Splat2 ("Layer 3", 2D) = "white" {}
  7. _Control ("Control (RGBA)", 2D) = "white" {}
  8. _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal }
  9. _MainTex ("Never Used", 2D) = "white" {}
  10. }
  11. CGINCLUDE
  12. #pragma exclude_renderers xbox360 ps3
  13. #include "UnityCG.cginc"
  14. fixed3 _Color;
  15. sampler2D _Splat0 ;
  16. sampler2D _Splat1 ;
  17. sampler2D _Splat2 ;
  18. sampler2D _Control;
  19. samplerCUBE _ToonShade;
  20. struct appdata {
  21. float4 vertex : POSITION;
  22. float2 texcoord : TEXCOORD0;
  23. float3 normal : NORMAL;
  24. };
  25. struct v2f {
  26. float4 pos : SV_POSITION;
  27. float2 uv[4] : TEXCOORD0;
  28. float3 cubenormal : TEXCOORD4;
  29. };
  30. float4 _Splat0_ST;
  31. float4 _Splat1_ST;
  32. float4 _Splat2_ST;
  33. float4 _Control_ST;
  34. v2f vert (appdata v)
  35. {
  36. v2f o;
  37. o.pos = UnityObjectToClipPos (v.vertex);
  38. o.uv[0] = TRANSFORM_TEX (v.texcoord, _Splat0);
  39. o.uv[1] = TRANSFORM_TEX (v.texcoord, _Splat1);
  40. o.uv[2] = TRANSFORM_TEX (v.texcoord, _Splat2);
  41. o.uv[3] = TRANSFORM_TEX (v.texcoord, _Control);
  42. o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
  43. return o;
  44. }
  45. fixed4 frag (v2f i) : COLOR
  46. {
  47. fixed3 Mask = tex2D( _Control, i.uv[3].xy );
  48. fixed4 c;
  49. fixed3 cube = texCUBE(_ToonShade, i.cubenormal);
  50. c.xyz = (tex2D( _Splat0, i.uv[0].xy ).xyz * Mask.r + tex2D( _Splat1, i.uv[1].xy ).xyz * Mask.g + tex2D( _Splat2, i.uv[2].xy ).xyz * Mask.b)*cube.rgb * 2 ;
  51. c.w = 0;
  52. return c;
  53. }
  54. ENDCG
  55. SubShader {
  56. Tags { "RenderType"="Opaque" }
  57. Pass {
  58. Cull Back
  59. CGPROGRAM
  60. #pragma vertex vert
  61. #pragma fragment frag
  62. ENDCG
  63. }
  64. }
  65. }