This commit is contained in:
happy44300
2018-08-13 20:08:19 +02:00
parent bf980195ff
commit 5fc0c349c5
43 changed files with 1238 additions and 0 deletions

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// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
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float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
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float4 vertex : SV_POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
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UNITY_FOG_COORDS(3)
};
float _BumpAmt;
float4 _BumpMap_ST;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
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o.uvgrab = ComputeGrabScreenPos(o.vertex);
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float4 _GrabTexture_TexelSize;
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sampler2D _MainTex;
half4 frag (v2f i) : SV_Target
{
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return col;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
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Blend DstColor Zero
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SetTexture [_MainTex] { combine texture }
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The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913
We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing

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Shader "Toon/Basic" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
Name "BASE"
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
samplerCUBE _ToonShade;
float4 _MainTex_ST;
float4 _Color;
struct appdata {
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float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 cubenormal : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
v2f vert (appdata v)
{
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o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
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fixed4 cube = texCUBE(_ToonShade, i.cubenormal);
fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a);
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ENDCG
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Shader "Toon/Basic Outline" {
Properties {
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (.002, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
UNITY_FOG_COORDS(0)
fixed4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
float2 offset = TransformViewToProjection(norm.xy);
#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline;
#else
o.pos.xy += offset * o.pos.z * _Outline;
#endif
o.color = _OutlineColor;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
ENDCG
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Basic/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
fixed4 frag(v2f i) : SV_Target
{
UNITY_APPLY_FOG(i.fogCoord, i.color);
return i.color;
}
ENDCG
}
}
Fallback "Toon/Basic"
}

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Shader "Toon/Lit" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf ToonRamp
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
{
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
half d = dot (s.Normal, lightDir)*0.5 + 0.5;
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
c.a = 0;
return c;
}
sampler2D _MainTex;
float4 _Color;
struct Input {
float2 uv_MainTex : TEXCOORD0;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}

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Shader "Toon/Lit Outline" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (.002, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" {}
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Lit/FORWARD"
UsePass "Toon/Basic Outline/OUTLINE"
}
Fallback "Toon/Lit"
}

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borderMipMap: 0
mipMapFadeDistanceStart: 2
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 1
cubemapConvolution: 0
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: 3
maxTextureSize: 512
textureSettings:
filterMode: 1
aniso: 1
mipBias: 0
wrapMode: 0
nPOTScale: 0
lightmap: 0
rGBM: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 0
textureType: -1
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mipMapFadeDistanceEnd: 3
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normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
cubemapConvolution: 0
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: 5
maxTextureSize: 1024
textureSettings:
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200
Assets/blurr.shader Normal file
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/BLUR" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_BumpAmt("Distortion", Range(0,128)) = 10
_MainTex("Tint Color (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Size("Size", Range(0, 20)) = 1
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
SubShader{
GrabPass{
Tags{ "LightMode" = "Always" }
}
Pass{
Tags{ "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
};
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
half4 frag(v2f i) : COLOR{
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum;
}
ENDCG
}
GrabPass{
Tags{ "LightMode" = "Always" }
}
Pass{
Tags{ "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
};
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
half4 frag(v2f i) : COLOR{
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum;
}
ENDCG
}
GrabPass{
Tags{ "LightMode" = "Always" }
}
Pass{
Tags{ "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
};
float _BumpAmt;
float4 _BumpMap_ST;
float4 _MainTex_ST;
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 _Color;
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _BumpMap;
sampler2D _MainTex;
half4 frag(v2f i) : COLOR{
half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg;
float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
half4 tint = tex2D(_MainTex, i.uvmain) * _Color;
return col * tint;
}
ENDCG
}
}
}
}

9
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