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'UnityObjectToClipPos(*)' + +Shader "TSF/Base1" +{ + Properties + { + [MaterialToggle(_OUTL_ON)] _Outl ("Outline", Float) = 0 //0 + [MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 //1 + _MainTex ("Detail", 2D) = "white" {} //2 + _ToonShade ("Shade", 2D) = "white" {} //3 + [MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 //4 + _Color ("Base Color", Color) = (1,1,1,1) //5 + [MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6 + _Brightness ("Brightness 1 = neutral", Float) = 1.0 //7 + [MaterialToggle(_DS_ON)] _DS ("Enable DoubleSided", Float) = 0 //8 + [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull mode", Float) = 2 //9 + _OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0) //10 + _Outline ("Outline width", Float) = 0.01 //11 + [MaterialToggle(_ASYM_ON)] _Asym ("Enable Asymmetry", Float) = 0 //12 + _Asymmetry ("OutlineAsymmetry", Vector) = (0.0,0.25,0.5,0.0) //13 + [MaterialToggle(_TRANSP_ON)] _Trans ("Enable Transparency", Float) = 0 //14 + [Enum(TRANS_OPTIONS)] _TrOp ("Transparency mode", Float) = 0 //15 + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 //16 + } + + Subshader + { + Tags { "RenderType"="Opaque" } + LOD 250 + ZWrite On + Cull [_Cull] + Lighting Off + Fog { Mode Off } + + Pass + { + Name "BASE" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #include "UnityCG.cginc" + #pragma glsl_no_auto_normalization + #pragma multi_compile _TEX_OFF _TEX_ON + #pragma multi_compile _COLOR_OFF _COLOR_ON + + + #if _TEX_ON + sampler2D _MainTex; + half4 _MainTex_ST; + #endif + + struct appdata_base0 + { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + #if _TEX_ON + half2 uv : TEXCOORD0; + #endif + half2 uvn : TEXCOORD1; + }; + + v2f vert (appdata_base0 v) + { + v2f o; + o.pos = UnityObjectToClipPos ( v.vertex ); + float3 n = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); + n = n * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); + o.uvn = n.xy; + #if _TEX_ON + o.uv = TRANSFORM_TEX ( v.texcoord, _MainTex ); + #endif + return o; + } + + sampler2D _ToonShade; + fixed _Brightness; + + #if _COLOR_ON + fixed4 _Color; + #endif + + fixed4 frag (v2f i) : COLOR + { + #if _COLOR_ON + fixed4 toonShade = tex2D( _ToonShade, i.uvn )*_Color; + #else + fixed4 toonShade = tex2D( _ToonShade, i.uvn ); + #endif + + #if _TEX_ON + fixed4 detail = tex2D ( _MainTex, i.uv ); + return toonShade * detail*_Brightness; + #else + return toonShade * _Brightness; + #endif + } + ENDCG + } + } + CustomEditor "TSF" + Fallback "Diffuse" +} \ No newline at end of file diff --git a/Assets/Toon Zombie S/TSF/Shaders/TSF.shader.meta b/Assets/Toon Zombie S/TSF/Shaders/TSF.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..da5b7a5f1095b35eae525253fbbc684640cd819f --- /dev/null +++ b/Assets/Toon Zombie 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