pixelgon/Assets/Materials/Shaders/Pixelgon.shader
2021-01-22 20:55:48 -08:00

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"
}