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ToonLitDissolveAppear

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Jun 25th, 2018
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  1. Shader "Toon/Lit Dissolve Appear" {
  2. Properties {
  3. _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
  4. _MainTex ("Base (RGB)", 2D) = "white" {}
  5. _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
  6. _NoiseTex("Dissolve Noise", 2D) = "white"{}
  7. _NScale ("Noise Scale", Range(0, 10)) = 1
  8. _DisAmount("Noise Texture Opacity", Range(0.01, 1)) = 0
  9. _Radius("Radius", Range(0, 20)) = 0
  10. _DisLineWidth("Line Width", Range(0, 2)) = 0
  11. _DisLineColor("Line Tint", Color) = (1,1,1,1)
  12. [Toggle(ALPHA)] _ALPHA("No Shadows on Transparent", Float) = 0
  13.  
  14. }
  15.  
  16. SubShader{
  17. Tags { "RenderType" = "Transparent" }
  18. LOD 200
  19.  
  20.  
  21. Blend SrcAlpha OneMinusSrcAlpha // transparency
  22. CGPROGRAM
  23.  
  24. #pragma shader_feature LIGHTMAP
  25. #pragma surface surf ToonRamp alphatest:_ALPHA addshadow// transparency
  26.  
  27. sampler2D _Ramp;
  28.  
  29. // custom lighting function that uses a texture ramp based
  30. // on angle between light direction and normal
  31. #pragma lighting ToonRamp exclude_path:prepass
  32. inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
  33. {
  34. #ifndef USING_DIRECTIONAL_LIGHT
  35. lightDir = normalize(lightDir);
  36. #endif
  37.  
  38. half d = dot (s.Normal, lightDir)*0.5 + 0.5;
  39. half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
  40.  
  41. half4 c;
  42. c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
  43. //c.a = 0; we don't want the alpha
  44. c.a = s.Alpha; // use the alpha of the surface output
  45. return c;
  46. }
  47. uniform float3 _Position;
  48. float _Radius;
  49.  
  50. sampler2D _MainTex;
  51. float4 _Color;
  52. sampler2D _NoiseTex;//
  53. float _DisAmount, _NScale;//
  54. float _DisLineWidth;//
  55. float4 _DisLineColor;//
  56.  
  57.  
  58. struct Input {
  59. float2 uv_MainTex : TEXCOORD0;
  60. float3 worldPos;// built in value to use the world space position
  61. float3 worldNormal;
  62.  
  63. };
  64.  
  65. void surf (Input IN, inout SurfaceOutput o) {
  66. half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
  67.  
  68. // triplanar noise
  69. float3 blendNormal = saturate(pow(IN.worldNormal * 1.4,4));
  70. half4 nSide1 = tex2D(_NoiseTex, (IN.worldPos.xy + _Time.x) * _NScale);
  71. half4 nSide2 = tex2D(_NoiseTex, (IN.worldPos.xz + _Time.x) * _NScale);
  72. half4 nTop = tex2D(_NoiseTex, (IN.worldPos.yz + _Time.x) * _NScale);
  73.  
  74. float3 noisetexture = nSide1;
  75. noisetexture = lerp(noisetexture, nTop, blendNormal.x);
  76. noisetexture = lerp(noisetexture, nSide2, blendNormal.y);
  77.  
  78. // distance influencer position to world position and sphere radius
  79. float3 dis = distance(_Position, IN.worldPos);
  80. float3 sphereR = 1 - saturate(dis / _Radius);
  81.  
  82. float3 sphereRNoise = noisetexture * sphereR.r;
  83.  
  84. float3 DissolveLineIn = step(sphereRNoise- _DisLineWidth, _DisAmount);
  85.  
  86. float3 NoDissolve = float3(1, 1, 1) - DissolveLineIn ;
  87. c.rgb = (DissolveLineIn * _DisLineColor) + (NoDissolve * c.rgb);
  88. o.Emission = (DissolveLineIn * _DisLineColor) * 2;
  89. c.a = step(_DisAmount, sphereRNoise);
  90. o.Albedo = c.rgb;
  91. o.Alpha = c.a;
  92.  
  93.  
  94.  
  95. }
  96. ENDCG
  97.  
  98. }
  99.  
  100. Fallback "Diffuse"
  101. }
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