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ToonSwayingMaskPropertyBlock.shader

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Dec 4th, 2018
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  1. Shader "Toon/Lit Swaying Mask MatProperty" {
  2.     Properties{
  3.         _Color("Color Primary", Color) = (0.5,0.5,0.5,1)
  4.         _ColorSec("Color Secondary", Color) = (0.5,0.5,0.5,1)
  5.         _ColorTert("Color Tertiary", Color) = (0.5,0.5,0.5,1)
  6.         _MainTex("Main Texture", 2D) = "white" {}
  7.         _Mask("Mask: R= Prim, G = Sec, B = Tert ", 2D) = "black" {}
  8.         _Ramp("Toon Ramp (RGB)", 2D) = "gray" {}
  9.         _Speed("MoveSpeed", Range(20,50)) = 25 // speed of the swaying
  10.         _Rigidness("Rigidness", Range(0,1)) = 25 // lower makes it look more "liquid" higher makes it look rigid
  11.         _SwayMax("Sway Max", Range(0, 0.1)) = .005 // how far the swaying goes
  12.         _YOffset("Y offset", float) = 0.5// y offset, below this is no animation
  13.  
  14.     }
  15.  
  16.         SubShader{
  17.             Tags { "RenderType" = "Opaque"  }
  18.             LOD 200
  19.  
  20.  
  21.         CGPROGRAM
  22.         #pragma surface surf ToonRamp vertex:vert addshadow // addshadow applies shadow after vertex animation
  23.  
  24.  
  25.         sampler2D _Ramp;
  26.  
  27.         // custom lighting function that uses a texture ramp based
  28.         // on angle between light direction and normal
  29.         #pragma lighting ToonRamp exclude_path:prepass
  30.         #pragma multi_compile_instancing
  31.  
  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;
  44.             return c;
  45.         }
  46.  
  47.  
  48.         sampler2D _MainTex, _Mask;
  49.         float _Speed;
  50.         float _SwayMax;
  51.         float _YOffset;
  52.         float _Rigidness;
  53.  
  54.  
  55.         struct Input {
  56.             float2 uv_MainTex : TEXCOORD0;
  57.         };
  58.  
  59.         void vert(inout appdata_full v)//
  60.         {
  61.  
  62.             float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;// world position         
  63.             float wind = lerp(-1, 1, (wpos.x * _Rigidness) + _Time.x); // wind over world position
  64.             float z = sin(_Speed*wind);
  65.             float x = cos(_Speed*wind);
  66.             v.vertex.x += step(0,v.vertex.y - _YOffset) * x * _SwayMax ;// apply the movement if the vertex's y above the YOffset
  67.             v.vertex.z += step(0,v.vertex.y - _YOffset) * z * _SwayMax ;
  68.  
  69.         }
  70.  
  71.         UNITY_INSTANCING_BUFFER_START(Props)
  72.             UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
  73.             UNITY_DEFINE_INSTANCED_PROP(fixed4, _ColorSec)
  74.             UNITY_DEFINE_INSTANCED_PROP(fixed4, _ColorTert)
  75.         UNITY_INSTANCING_BUFFER_END(Props)
  76.  
  77.         void surf(Input IN, inout SurfaceOutput o) {
  78.             half4 c = tex2D(_MainTex, IN.uv_MainTex);
  79.             half4 m = tex2D(_Mask, IN.uv_MainTex);
  80.             half4 prim = m.r * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * c;
  81.             half4 sec = m.g * UNITY_ACCESS_INSTANCED_PROP(Props, _ColorSec) * c;
  82.             half4 tert = m.b* UNITY_ACCESS_INSTANCED_PROP(Props, _ColorTert) * c;
  83.             half4 noMask = c * (1 - (m.r + m.g + m.b));
  84.  
  85.             o.Albedo = noMask + prim + sec + tert;
  86.             o.Alpha = c.a;
  87.         }
  88.         ENDCG
  89.  
  90.         }
  91.  
  92.             Fallback "Diffuse"
  93. }
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