92 lines
2.2 KiB
Text
92 lines
2.2 KiB
Text
Shader "Custom/Pixelgon"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 2D) = "" {}
|
|
_Shade ("Shade", Float) = 1
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Transparent" }
|
|
|
|
Cull Off
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_ST;
|
|
float _Shade;
|
|
|
|
struct meshdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
float4 worldPos : TEXCOORD1;
|
|
float3 normal : TEXCOORD2;
|
|
float2 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float DeRez(float value)
|
|
{
|
|
return float(round(value * 420)) / 420;
|
|
}
|
|
|
|
float3 hsv2rgb(float3 c)
|
|
{
|
|
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
|
|
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
v2f vert (meshdata v)
|
|
{
|
|
v2f o;
|
|
v.vertex.x = DeRez(v.vertex.x);
|
|
v.vertex.y = DeRez(v.vertex.y);
|
|
v.vertex.z = DeRez(v.vertex.z);
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
o.color = v.color * _Shade;
|
|
return o;
|
|
}
|
|
|
|
float4 frag (v2f i) : SV_Target
|
|
{
|
|
float4 col = tex2D(_MainTex, i.uv);
|
|
clip(col.a - 0.5);
|
|
|
|
// float shade = clamp(1.5 + dot(i.normal, float3(0, -1, 0)), 0, 1);
|
|
// col.r *= 1.5 - shade;
|
|
// col.g *= 1.5 - shade;
|
|
// col.b *= shade;
|
|
|
|
if (saturate(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal)) < 0.333)
|
|
{
|
|
col *= 0.9;
|
|
}
|
|
// col *= float4(hsv2rgb(float3(saturate(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal)), 1, 1)), 1);
|
|
return col * i.color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
Fallback "Legacy Shaders/Transparent/Cutout/Soft Edge Unlit"
|
|
}
|