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ToonLitSwaying.shader

Aug 12th, 2017
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  1. // by Joyce @MinionsArt
  2. // https://twitter.com/i/web/status/894576554411470848
  3. // http://archive.is/avJyM
  4. // https://pastebin.com/xLmcqPuP
  5.  
  6. Shader "Toon/Lit Swaying" {
  7.     Properties {
  8.         _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
  9.         _MainTex ("Base (RGB)", 2D) = "white" {}
  10.         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
  11.         _Speed ("MoveSpeed", Range(20,50)) = 25 // speed of the swaying
  12.             _Rigidness("Rigidness", Range(1,50)) = 25 // lower makes it look more "liquid" higher makes it look rigid
  13.         _SwayMax("Sway Max", Range(0, 0.1)) = .005 // how far the swaying goes
  14.         _YOffset("Y offset", float) = 0.5// y offset, below this is no animation
  15.            
  16.     }
  17.  
  18.     SubShader {
  19.         Tags { "RenderType"="Opaque" "DisableBatching" = "True" }// disable batching lets us keep object space
  20.         LOD 200
  21.  
  22.        
  23. CGPROGRAM
  24. #pragma surface surf ToonRamp vertex:vert addshadow // addshadow applies shadow after vertex animation
  25.  
  26. sampler2D _Ramp;
  27.  
  28. // custom lighting function that uses a texture ramp based
  29. // on angle between light direction and normal
  30. #pragma lighting ToonRamp exclude_path:prepass
  31. inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
  32. {
  33.     #ifndef USING_DIRECTIONAL_LIGHT
  34.     lightDir = normalize(lightDir);
  35.     #endif
  36.    
  37.     half d = dot (s.Normal, lightDir)*0.5 + 0.5;
  38.     half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
  39.    
  40.     half4 c;
  41.     c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
  42.     c.a = 0;
  43.     return c;
  44. }
  45.  
  46.  
  47. sampler2D _MainTex;
  48. float4 _Color;
  49.  
  50. float _Speed;
  51. float _SwayMax;
  52. float _YOffset;
  53. float _Rigidness;
  54.  
  55.  
  56. struct Input {
  57.     float2 uv_MainTex : TEXCOORD0;
  58. };
  59. void vert(inout appdata_full v)//
  60. {
  61.     float3 wpos = mul(unity_ObjectToWorld, v.vertex).xyz;// world position
  62.     float x = sin(wpos.x / _Rigidness + (_Time.x * _Speed)) *(v.vertex.y - _YOffset) * 5;// x axis movements
  63.     float z = sin(wpos.z / _Rigidness + (_Time.x * _Speed)) *(v.vertex.y - _YOffset) * 5;// z axis movements
  64.     v.vertex.x += step(0,v.vertex.y - _YOffset) * x * _SwayMax;// apply the movement if the vertex's y above the YOffset
  65.     v.vertex.z += step(0,v.vertex.y - _YOffset) * z * _SwayMax;
  66.    
  67. }
  68.  
  69. void surf (Input IN, inout SurfaceOutput o) {
  70.     half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
  71.     o.Albedo = c.rgb;
  72.     o.Alpha = c.a;
  73. }
  74. ENDCG
  75.  
  76.     }
  77.  
  78.     Fallback "Diffuse"
  79. }
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