add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

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#ifndef STCORE_INCLUDED
#define STCORE_INCLUDED
#include "STFunctions.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _DarkColor;
float _AmbientCol;
float _ColIntense;
float _ColBright;
bool _Segmented;
float _Steps;
float _StpSmooth;
float _Offset;
bool _Clipped;
float _MinLight;
float _MaxLight;
float _Lumin;
float _MaxAtten;
float4 _ShnColor;
bool _ShnOverlap;
float _ShnIntense;
float _ShnRange;
float _ShnSmooth;
float Toon (float dot, fixed atten)
{
float offset = clamp(_Offset, -1, 1);
float delta = _MaxLight - _MinLight;
//intense
float ints_pls = dot + offset;
float ints_max = 1.0 + offset;
float intense = clamp01(ints_pls / ints_max);
//lit
float step = 1.0 / floor(_Steps);
int lit_num = ceil(intense / step);
float lit = lit_num * step;
//smooth
float reduce_v = _Offset - 1.0;
float reduce_res = 1.0 - clamp01(reduce_v / 0.1); //!v offset plus
float reduce = lit_num == 1 ? reduce_res : 1;
float smth_start = lit - step;
float smth_end = smth_start + step * _StpSmooth;
float smth_lrp = invLerp01(smth_end, smth_start, intense);
float smth_stp = smoothstep(smth_end, smth_start, intense, 0.);
float smooth_v = smoothlerp(smth_stp, smth_lrp, _StpSmooth);
float smooth = clamp01(lit - smooth_v * reduce * step);
//shadow
float atten_inv = clamp(atten, 1.0 - _MaxAtten, 1);
float dimLit = smooth * atten_inv;
float dim_dlt = dimLit - _MinLight;
//luminocity
float lumLight = _MaxLight + _Lumin;
float lum_dlt = lumLight - _MinLight;
//clipped
float litd_clmp = clamp01(dim_dlt);
float clip_cf = litd_clmp / delta;
float clip_uncl = _MinLight + clip_cf * lum_dlt;
float clip_v = clamp(clip_uncl, _MinLight, lumLight);
//relative limits
float lerp_v = lum_dlt * dimLit;
float relate_v = _MinLight + lerp_v;
//result
float result = _Clipped * clip_v;
result += !_Clipped * relate_v;
return result;
}
//post effects
void PostShine (inout float4 col, float dot, float atten)
{
float pos = abs(dot - 1.0);
float len = _ShnRange * 2;
float smth_inv = 1.0 - _ShnSmooth;
float smth_end = len * smth_inv;
float shine = posz(len - pos);
float smooth = smoothstep(len, smth_end, pos, 1.);
float dim = 1.0 - _MaxAtten * rev(atten) * rev(_ShnOverlap);
float blend = _ShnIntense * shine * smooth * dim;
col = ColorBlend(col, _ShnColor, blend);
}
float4 PostEffects (float4 col, float toon, float atten, float NdotL, float NdotH, float VdotN, float FdotV)
{
PostShine(col, NdotL, atten);
return col;
}
#endif

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Shader "Simple Toon/SToon Default"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[Header(Colorize)][Space(5)] //colorize
_Color ("Color", COLOR) = (1,1,1,1)
[HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1
[HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0
_AmbientCol ("Ambient", Range(0,1)) = 0
[Header(Detail)][Space(5)] //detail
[Toggle] _Segmented ("Segmented", Float) = 1
_Steps ("Steps", Range(1,25)) = 3
_StpSmooth ("Smoothness", Range(0,1)) = 0
_Offset ("Lit Offset", Range(-1,1.1)) = 0
[Header(Light)][Space(5)] //light
[Toggle] _Clipped ("Clipped", Float) = 0
_MinLight ("Min Light", Range(0,1)) = 0
_MaxLight ("Max Light", Range(0,1)) = 1
_Lumin ("Luminocity", Range(0,2)) = 0
[Header(Shine)][Space(5)] //shine
[HDR] _ShnColor ("Color", COLOR) = (1,1,0,1)
[Toggle] _ShnOverlap ("Overlap", Float) = 0
_ShnIntense ("Intensity", Range(0,1)) = 0
_ShnRange ("Range", Range(0,1)) = 0.15
_ShnSmooth ("Smoothness", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" }
Pass
{
Name "DirectLight"
LOD 80
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
fixed atten = SHADOW_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol.a = 1.;
return _LightColor0.a > 0 ? postCol : 0;
}
ENDCG
}
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" }
Pass
{
Name "SpotLight"
BlendOp Max
LOD 100
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORDSS;
float4 pos : SV_POSITION;
float3 worldPos : WORLD;
half3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
float atten = LIGHT_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol.a = 1.;
return postCol;
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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#ifndef STFUNCTIONS_INCLUDED
#define STFUNCTIONS_INCLUDED
float clamp01 (float value) {
return clamp(value, 0, 1);
}
float rev (float value) {
return 1.0 - value;
}
float rev01 (float value) {
return clamp01(rev(value));
}
float pos (float value) {
return value > 0 ? 1 : 0;
}
float posz (float value) {
return value >= 0 ? 1 : 0;
}
float neg (float value) {
return value < 0 ? 1 : 0;
}
float negz (float value) {
return value <= 0 ? 1 : 0;
}
float lerp01 (float from, float to, float value) {
return clamp01(lerp(from, to, value));
}
float invLerp (float from, float to, float value, float equal = 0.) {
float val = (value - from) / (to - from);
return from == to ? equal : val;
}
float invLerp01 (float from, float to, float value, float equal = 0.) {
float val = invLerp(from, to, value, equal);
return from == to ? val : clamp01(val);
}
float wght_invLerp (float from, float to, float value, bool invert = false) {
float val = (value - from) / (to - from);
float wgtMin = !invert ? 0 : 1;
float wgtMax = !invert ? 1 : 0;
float wgt = value < from ? wgtMin : wgtMax;
float res = value == from ? 0.5 : wgt;
return from == to ? res : val;
}
float smoothstep (float from, float to, float value, float equal) {
float val = smoothstep(from, to, value);
return from == to ? equal : val;
}
float wght_smoothstep (float from, float to, float value, bool invert = false) {
float val = smoothstep(from, to, value);
float wgtMin = !invert ? 0 : 1;
float wgtMax = !invert ? 1 : 0;
float wgt = value < from ? wgtMin : wgtMax;
float res = value == from ? 0.5 : wgt;
return from == to ? res : val;
}
float smoothlerp (float from, float to, float value) {
float val = -(2.0 / ((value + 0.34) * 4.7)) + 1.3;
return lerp01(from, to, val);
}
float colmagnmin (float3 color) {
float m1 = min(color.r, color.g);
return min(m1, color.b);
}
float colmagnmax (float3 color) {
float m1 = max(color.r, color.g);
return max(m1, color.b);
}
float colspacemax (float3 color) {
return rev(colmagnmin(color));
}
float colspacemin (float3 color) {
return rev(colmagnmax(color));
}
float4 ColorBlend (float4 tcol, float4 dcol, float blendf)
{
float4 res = tcol;
res.r = lerp(tcol.r, dcol.r, blendf);
res.g = lerp(tcol.g, dcol.g, blendf);
res.b = lerp(tcol.b, dcol.b, blendf);
res.a = lerp(tcol.a, dcol.a, blendf);
return res;
}
#endif

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Shader "Simple Toon/SToon Outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[Header(Colorize)][Space(5)] //colorize
_Color ("Color", COLOR) = (1,1,1,1)
[HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1
[HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0
_AmbientCol ("Ambient", Range(0,1)) = 0
[Header(Detail)][Space(5)] //detail
[Toggle] _Segmented ("Segmented", Float) = 1
_Steps ("Steps", Range(1,25)) = 3
_StpSmooth ("Smoothness", Range(0,1)) = 0
_Offset ("Lit Offset", Range(-1,1.1)) = 0
[Header(Light)][Space(5)] //light
[Toggle] _Clipped ("Clipped", Float) = 0
_MinLight ("Min Light", Range(0,1)) = 0
_MaxLight ("Max Light", Range(0,1)) = 1
_Lumin ("Luminocity", Range(0,2)) = 0
[Header(Outline)][Space(5)] //outline
_OtlColor ("Color", COLOR) = (0,0,0,1)
_OtlWidth ("Width", Range(0,5)) = 1
[Header(Shine)][Space(5)] //shine
[HDR] _ShnColor ("Color", COLOR) = (1,1,0,1)
[Toggle] _ShnOverlap ("Overlap", Float) = 0
_ShnIntense ("Intensity", Range(0,1)) = 0
_ShnRange ("Range", Range(0,1)) = 0.15
_ShnSmooth ("Smoothness", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" }
Pass
{
Name "DirectLight"
LOD 80
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
half3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
fixed atten = SHADOW_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol.a = 1.;
return _LightColor0.a > 0 ? postCol : 0;
}
ENDCG
}
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardAdd" }
Pass
{
Name "SpotLight"
BlendOp Max
LOD 100
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORDSS;
float4 pos : SV_POSITION;
float3 worldPos : WORLD;
half3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
float atten = LIGHT_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol.a = 1.;
return postCol;
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
Pass
{
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase" }
Blend Off
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "STCore.cginc"
float4 _OtlColor;
float _OtlWidth;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = v.vertex;
o.pos.xyz += normalize(v.normal.xyz) * _OtlWidth * 0.008;
o.pos = UnityObjectToClipPos(o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
clip(-negz(_OtlWidth));
return _OtlColor;
}
ENDCG
}
}
}

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packageName: Simple Toon
packageVersion: 1.0
assetPath: Assets/Simple Toon/Shaders/STOutline.shader
uploadId: 407113

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Shader "Simple Toon/SToon Transparent"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[Header(Colorize)][Space(5)] //colorize
_Color ("Color", COLOR) = (1,1,1,1)
[HideInInspector] _ColIntense ("Intensity", Range(0,3)) = 1
[HideInInspector] _ColBright ("Brightness", Range(-1,1)) = 0
_AmbientCol ("Ambient", Range(0,1)) = 0
[Header(Detail)][Space(5)] //detail
[Toggle] _Segmented ("Segmented", Float) = 1
_Steps ("Steps", Range(1,25)) = 3
_StpSmooth ("Smoothness", Range(0,1)) = 0
_Offset ("Lit Offset", Range(-1,1.1)) = 0
[Header(Light)][Space(5)] //light
[Toggle] _Clipped ("Clipped", Float) = 0
_MinLight ("Min Light", Range(0,1)) = 0
_MaxLight ("Max Light", Range(0,1)) = 1
_Lumin ("Luminocity", Range(0,2)) = 0
[Header(Shine)][Space(5)] //shine
[HDR] _ShnColor ("Color", COLOR) = (1,1,0,1)
[Toggle] _ShnOverlap ("Overlap", Float) = 0
_ShnIntense ("Intensity", Range(0,1)) = 0
_ShnRange ("Range", Range(0,1)) = 0.15
_ShnSmooth ("Smoothness", Range(0,1)) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass //full transparency
{
LOD 300
ColorMask 0
}
Pass
{
Tags { "LightMode" = "ForwardBase" }
LOD 80
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
half3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
fixed atten = SHADOW_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol.a = _Color.a;
return postCol;
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardAdd" }
BlendOp Max
LOD 100
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "AutoLight.cginc"
#include "STCore.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
LIGHTING_COORDS(0,1)
float2 uv : TEXCOORDSS;
float4 pos : SV_POSITION;
float3 worldPos : WORLD;
half3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.viewDir = WorldSpaceViewDir(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_MaxLight = max(_MinLight, _MaxLight);
_Steps = _Segmented ? _Steps : 1;
_StpSmooth = _Segmented ? _StpSmooth : 1;
_DarkColor = fixed4(0,0,0,1);
_MaxAtten = 1.0;
float3 normal = normalize(i.worldNormal);
float3 light_dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
float3 view_dir = normalize(i.viewDir);
float3 halfVec = normalize(light_dir + view_dir);
float3 forward = mul((float3x3)unity_CameraToWorld, float3(0,0,1));
float NdotL = dot(normal, light_dir);
float NdotH = dot(normal, halfVec);
float VdotN = dot(view_dir, normal);
float FdotV = dot(forward, -view_dir);
float atten = LIGHT_ATTENUATION(i);
float toon = Toon(NdotL, atten);
fixed4 shadecol = _DarkColor;
fixed4 litcol = ColorBlend(_Color, _LightColor0, _AmbientCol);
fixed4 texcol = tex2D(_MainTex, i.uv) * litcol * _ColIntense + _ColBright;
float4 blendCol = ColorBlend(shadecol, texcol, toon);
float4 postCol = PostEffects(blendCol, toon, atten, NdotL, NdotH, VdotN, FdotV);
postCol *= _Color.a;
return postCol;
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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packageName: Simple Toon
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