Commit 0730d04f authored by Yuyang's avatar Yuyang

于:特效修改

parent 650ebee4
...@@ -38,7 +38,7 @@ RenderSettings: ...@@ -38,7 +38,7 @@ RenderSettings:
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Shader "Toon/Lit Glass" {
Properties{
[Header(Main)]
_Color("Main Color", Color) = (1,1,1,0.2)
_SColor("Specular Color", Color) = (1,1,1,1)
[Header(Light Direction Specular)]
_SpecSize("Light Direction Specular Size", Range(0.65,0.999)) = 0.9 // specular size
_SpecOffset("Light Direction Specular Offset", Range(0.5,1)) = 0.6 // specular offset of the spec Ramp
_Offset2("LightDir Spec Smoothness", Range(0,1)) = 0.05
[Header(View Direction Specular)]
_SpecSize2("View Specular", Range(0.65,0.999)) = 0.9 // specular size
_Offset("View Spec Smoothness", Range(0,1)) = 0.1
[Header(Outer Rim)]
_RimPower2("Rim Offset Out Rim", Range(0,4)) = 0.7
_RimColor2("Outer Rim Color", Color) = (0.49,0.94,0.64,1)
_OutRimCutoff("Out Rim Cutoff Inner", Range(0,1)) = 0
[Header(Inner Fresnel)]
_RimPower("Rim Offset Inner Fresnel", Range(0,4)) = 1.2
_RimColor("Inner Fresnel Rim Color", Color) = (0.49,0.94,0.64,1)
_FresnelInner("Fresnell Rim Cutoff", Range(0,2)) = 0.7
}
SubShader{
Tags{ "Queue" = "Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf ToonRamp keepalpha
// 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
float d = dot(s.Normal, lightDir);
float dfwidth = fwidth(d);
float ramp = smoothstep(0, dfwidth, d);
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
c.a = s.Alpha;
return c;
}
float4 _Color;
float4 _SColor; // specular color
float _SpecSize, _SpecSize2; // specular size
float _SpecOffset; // offset specular ramp
float _Offset, _Offset2; // specular fade offset
float4 _RimColor, _RimColor2; // fresnel rim color
float _RimPower, _RimPower2; // rim offsets
float _FresnelInner, _OutRimCutoff; // cutoffs
struct Input {
float3 viewDir; // view direction from camera
};
void surf(Input IN, inout SurfaceOutput o) {
// lights
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
half lightDot = dot(o.Normal, lightDirection - IN.viewDir)*0.5 + _SpecOffset; // basing on normal and light direction and view direction
// inner glow and outer rim
float outerrim = _RimPower - saturate(dot(IN.viewDir, o.Normal)); // calculate fresnel rim
float innerglow = _RimPower2 - saturate(dot(IN.viewDir, o.Normal)); // calculate fresnel rim
innerglow = smoothstep(0.5, 0.5 + _OutRimCutoff, innerglow) * _RimColor2.a;
outerrim = (1 - smoothstep(0.5 - _FresnelInner, 0.5, outerrim)) * _RimColor.a;
// make it glow
o.Emission = _RimColor.rgb * pow(outerrim, 1.5); // fresnel rim
o.Emission += _RimColor2.rgb * pow(innerglow, 1.5); // inner glow fresnel
// view specular
half viewSpec = saturate(dot(o.Normal, (IN.viewDir))); // basing on normal and light direction
float viewSpecLine = (smoothstep(_SpecSize2, _SpecSize2 + _Offset, viewSpec)) * 10;
// light dir specular
float specular = (smoothstep(_SpecSize, _SpecSize + _Offset2, lightDot)) * 10;
o.Emission += saturate(viewSpecLine + specular) * _SColor * 2;
o.Alpha = saturate(_Color.a + (viewSpecLine + specular + outerrim + innerglow));
o.Albedo = saturate(o.Albedo + _Color);
}
ENDCG
}
Fallback "Diffuse"
}
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