delete cache

This commit is contained in:
CroakFang
2023-01-06 03:24:17 +08:00
parent 44296849fb
commit 3fa00defbd
94 changed files with 0 additions and 23778 deletions
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View File
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Shader "Gallop/3D/Chara/Toon/TSER" {
Properties{
_MainTex("Diffuse Map", 2D) = "white" { }
_TripleMaskMap("_TripleMaskMap", 2D) = "white" { }
_OptionMaskMap("_OptionMaskMap", 2D) = "black" { }
[MaterialToggle] _UseOptionMaskMap("_UseOptionMaskMap", Float) = 0
[Header(Specular)] _SpecularColor("_SpecularColor", Color) = (1,1,1,1)
_SpecularPower("_SpecularPower", Range(0, 1)) = 0
[Header(Toon)] _ToonMap("_ToonMap", 2D) = "white" { }
_ToonStep("_ToonStep", Range(0, 1)) = 0.5
_ToonFeather("_ToonFeather", Range(0.0001, 1)) = 0.0001
[Header(Environment)] _EnvMap("_EnvMap", 2D) = "black" { }
_EnvRate("_EnvRate", Range(0, 1)) = 0.5
_EnvBias("_EnvBias", Range(0, 8)) = 1
[Header(Rim)] _RimStep("_RimStep", Range(0, 1)) = 0.5
_RimFeather("_RimFeather", Range(0.0001, 1)) = 0.3
_RimColor("_RimColor", Color) = (1,1,1,0.3922)
_RimSpecRate("_RimSpecRate", Range(0, 1)) = 0
_RimShadow("_RimShadow", Range(0, 2)) = 0
[Header(Outline)] _OutlineWidth("_OutlineWidth", Range(0.01, 5)) = 1
_OutlineColor("_OutlineColor", Color) = (0.125,0.047,0,0.098)
[Header(Dirt)] _DirtTex("_DirtTex", 2D) = "black" { }
_DirtScale("_DirtScale", Range(0, 1)) = 1
[Header(Emissive)] _EmissiveTex("_EmissiveTex", 2D) = "black" { }
_EmissiveColor("_EmissiveColor", Color) = (1,1,1,1)
[Header(Other)] _CharaColor("_CharaColor", Color) = (1,1,1,1)
_Saturation("_Saturation", Range(0, 1)) = 1
_ToonBrightColor("_ToonBrightColor", Color) = (1,1,1,0)
_ToonDarkColor("_ToonDarkColor", Color) = (1,1,1,0)
_StencilMask("Stencil Mask", Float) = 100
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 2
_LightProbeColor("_LightProbeColor", Color) = (1,1,1,1)
_Cutoff("_Cutoff", Range(0, 1)) = 0.5
_UseOriginalDirectionalLight("_UseOriginalDirectionalLight", Float) = 0
_OriginalDirectionalLightDir("_OriginalDirectionalLightDir", Vector) = (1,1,1,1)
_HightLightParam("_HightLightParam", Vector) = (0,1,0,0)
_HightLightColor("_HightLightColor", Color) = (0,0,0,0)
[Header(MaskColor)] _MaskColorTex("MaskColorTex", 2D) = "gray" { }
_MaskColorR1("MaskColorR1", Color) = (1,1,1,1)
_MaskColorR2("MaskColorR2", Color) = (1,1,1,1)
_MaskColorG1("MaskColorG1", Color) = (1,1,1,1)
_MaskColorG2("MaskColorG2", Color) = (1,1,1,1)
_MaskColorB1("MaskColorB1", Color) = (1,1,1,1)
_MaskColorB2("MaskColorB2", Color) = (1,1,1,1)
_MaskToonColorR1("MaskToonColorR1", Color) = (1,1,1,1)
_MaskToonColorR2("MaskToonColorR2", Color) = (1,1,1,1)
_MaskToonColorG1("MaskToonColorG1", Color) = (1,1,1,1)
_MaskToonColorG2("MaskToonColorG2", Color) = (1,1,1,1)
_MaskToonColorB1("MaskToonColorB1", Color) = (1,1,1,1)
_MaskToonColorB2("MaskToonColorB2", Color) = (1,1,1,1)
}
SubShader
{
LOD 100
Tags { "Mirror" = "Chara" "MyShadow" = "Chara" "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
Pass {
Name "Toon"
LOD 100
Tags { "LIGHTMODE" = "FORWARDBASE" "Mirror" = "Chara" "MyShadow" = "Chara" "QUEUE" = "Geometry-1" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Stencil {
Ref[_StencilMask]
Comp[_StencilComp]
Pass[_StencilOp]
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define cmp -
float4 _Global_FogMinDistance;
float4 _Global_FogLength;
float _Global_MaxDensity;
float _Global_MaxHeight;
float4 _MainTex_ST;
float _SpecularPower;
float4 _HightLightParam;
float4 _HightLightColor;
float4 _LightColor0;
float4 _Global_FogColor;
float _UseOptionMaskMap;
float4 _SpecularColor;
float _EnvRate;
float _EnvBias;
float _ToonStep;
float _ToonFeather;
float4 _ToonBrightColor;
float4 _ToonDarkColor;
float _RimStep;
float _RimFeather;
float4 _RimColor;
float _RimShadow;
float _RimSpecRate;
float _RimShadowRate;
float _RimHorizonOffset;
float _RimVerticalOffset;
float _RimStep2;
float _RimFeather2;
float4 _RimColor2;
float _RimSpecRate2;
float _RimHorizonOffset2;
float _RimVerticalOffset2;
float _RimShadowRate2;
float _Cutoff;
float4 _CharaColor;
float _Saturation;
float _DirtRate[3]; ;
float4 _GlobalDirtColor;
float4 _GlobalDirtRimSpecularColor;
float4 _GlobalDirtToonColor;
float _DirtScale;
float4 _GlobalToonColor;
float4 _GlobalRimColor;
float4 _LightProbeColor;
float4 _EmissiveColor;
float _UseOriginalDirectionalLight;
float3 _OriginalDirectionalLightDir;
float _VertexColorToonPower;
sampler2D _MainTex;
sampler2D _TripleMaskMap;
sampler2D _OptionMaskMap;
sampler2D _ToonMap;
sampler2D _DirtTex;
sampler2D _EnvMap;
sampler2D _EmissiveTex;
struct a2v {
float4 v0 : POSITION0;
float2 v1 : TEXCOORD0;
float3 v2 : NORMAL0;
float4 v3 : COLOR0;
};
struct v2f {
float4 o0 : SV_POSITION0;
float2 o1 : TEXCOORD0;
float p1 : TEXCOORD5;
float4 o2 : TEXCOORD7;
float4 o3 : TEXCOORD8;
float4 o4 : TEXCOORD1;
float4 o5 : TEXCOORD2;
float4 o6 : TEXCOORD3;
float4 o7 : TEXCOORD4;
float4 o8 : TEXCOORD10;
};
v2f vert(a2v v) {
v2f f;
UNITY_INITIALIZE_OUTPUT(v2f, f);
float4 r0, r1;
//r0.xyz = cb1[1].xyz * v.v0.yyy;
//r0.xyz = cb1[0].xyz * v.v0.xxx + r0.xyz;
//r0.xyz = cb1[2].xyz * v.v0.zzz + r0.xyz;
//r0.xyz = cb1[3].xyz + r0.xyz;
r0.xyz = mul(unity_ObjectToWorld, v.v0).xyz;
//r1.xyzw = cb2[18].xyzw * r0.yyyy;
//r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
//r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
//o0.xyzw = cb2[20].xyzw + r1.xyzw;
f.o0 = mul(unity_MatrixVP, float4(r0.xyz, 1));
//r1.xyzw = cb1[1].xyzw * v.v0.yyyy;
//r1.xyzw = cb1[0].xyzw * v.v0.xxxx + r1.xyzw;
//r1.xyzw = cb1[2].xyzw * v.v0.zzzz + r1.xyzw;
//r1.xyzw = cb1[3].xyzw + r1.xyzw;
r1 = mul(unity_ObjectToWorld, v.v0);
//r0.w = cb2[10].z * r1.y;
//r0.w = cb2[9].z * r1.x + r0.w;
//r0.w = cb2[11].z * r1.z + r0.w;
//r0.w = cb2[12].z * r1.w + r0.w;
r0.w = mul(unity_MatrixV, r1).z;
r0.w = -_Global_FogMinDistance.w + -r0.w;
r0.w = saturate(r0.w / _Global_FogLength.w);
r0.w = 1 + -r0.w;
r1.x = saturate(r0.y / _Global_MaxHeight);
r1.x = 1 + -r1.x;
f.p1.x = saturate(r0.w * r1.x + _Global_MaxDensity);
f.o1.xy = v.v1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
f.o2.xyz = float3(0, 0, 0);
f.o3.xyzw = v.v3.xyzw;
//r1.xyz = cb1[1].xyz * v.v2.yyy;
//r1.xyz = cb1[0].xyz * v.v2.xxx + r1.xyz;
//o4.xyz = cb1[2].xyz * v.v2.zzz + r1.xyz;
f.o4.xyz = mul(unity_ObjectToWorld, v.v2);
f.o5.xyz = r0.xyz;
r0.x = -_HightLightParam.x + r0.y;
r0.x = saturate(r0.x / _HightLightParam.y);
r0.x = 1 + -r0.x;
f.o8.xyzw = _HightLightColor.xyzw * r0.xxxx;
//r0.xyz = cb2[10].xyz * cb1[1].yyy;
//r0.xyz = cb2[9].xyz * cb1[1].xxx + r0.xyz;
//r0.xyz = cb2[11].xyz * cb1[1].zzz + r0.xyz;
//r0.xyz = cb2[12].xyz * cb1[1].www + r0.xyz;
r0.xyz = mul(unity_MatrixV, float4(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y, unity_ObjectToWorld[3].y)).xyz;
r0.xyz = v.v2.yyy * r0.xyz;
//r1.xyz = cb2[10].xyz * cb1[0].yyy;
//r1.xyz = cb2[9].xyz * cb1[0].xxx + r1.xyz;
//r1.xyz = cb2[11].xyz * cb1[0].zzz + r1.xyz;
//r1.xyz = cb2[12].xyz * cb1[0].www + r1.xyz;
r1.xyz = mul(unity_MatrixV, float4(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x, unity_ObjectToWorld[3].x)).xyz;
r0.xyz = r1.xyz * v.v2.xxx + r0.xyz;
//r1.xyz = cb2[10].xyz * cb1[2].yyy;
//r1.xyz = cb2[9].xyz * cb1[2].xxx + r1.xyz;
//r1.xyz = cb2[11].xyz * cb1[2].zzz + r1.xyz;
//r1.xyz = cb2[12].xyz * cb1[2].www + r1.xyz;
r1.xyz = mul(unity_MatrixV, float4(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z, unity_ObjectToWorld[3].z)).xyz;
f.o6.xyz = r1.xyz * v.v2.zzz + r0.xyz;
r0.x = _SpecularPower * -10 + 11;
f.o7.x = exp2(r0.x);
f.o7.yzw = float3(0, 0, 0);
return f;
}
fixed4 frag(v2f f) : SV_Target{
float4 r0,r1,r2,r3,r4,r5,r6;
float4 result;
//r0.xyzw = t1.Sample(s1_s, f.o1.xy).xyzw;
r0 = tex2D(_TripleMaskMap, f.o1.xy);
r0.z = cmp(r0.z < _Cutoff);
if (r0.z != 0) discard;
//r1.xyzw = t0.Sample(s0_s, f.o1.xy).xyzw;
r1 = tex2D(_MainTex, f.o1.xy);
r1.xyz = _LightColor0.xyz * r1.xyz;
//r2.xyzw = t2.Sample(s2_s, f.o1.xy).xyzw;
//
//Ô¤´¦Àí¿ÉÑ¡Ìùͼ
float4 option = tex2D(_OptionMaskMap, f.o1.xy);
r0.z = option.y * _UseOptionMaskMap;
r0.w = (option.z - 0.5) * _UseOptionMaskMap + 0.5;
r2.xyz = _WorldSpaceCameraPos.xyz + -f.o5.xyz;
r2.w = dot(r2.xyz, r2.xyz);
r2.w = rsqrt(r2.w);
r2.xyz = r2.xyz * r2.www;
r2.w = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
r2.w = rsqrt(r2.w);
r3.xyz = _WorldSpaceLightPos0.xyz * r2.www;
r2.w = dot(_OriginalDirectionalLightDir, _OriginalDirectionalLightDir);
r2.w = rsqrt(r2.w);
r3.w = asint(_UseOriginalDirectionalLight);
r3.w = cmp(r3.w >= 1);
r3.w = r3.w ? 1.000000 : 0;
r4.xyz = _OriginalDirectionalLightDir * r2.www + -r3.xyz;
r3.xyz = r3.www * r4.xyz + r3.xyz;
r2.w = dot(f.o4.xyz, r3.xyz);
r3.x = 0.5 * r2.w;
r3.y = r2.w * 0.5 + 0.5;
r3.z = -_ToonFeather + _ToonStep;
r0.x = -r0.x * r3.y + r3.z;
r0.x = r0.x / _ToonFeather;
r0.x = saturate(1 + r0.x);
r3.y = cmp(0 >= _ToonFeather);
r3.y = r3.y ? 1.000000 : 0;
r0.x = r3.y * -r0.x + r0.x;
//r4.xyzw = t3.Sample(s4_s, f.o1.xy).xyzw;
r4 = tex2D(_ToonMap, f.o1.xy);
r3.yzw = _LightColor0.xyz * r4.xyz;
r3.yzw = _GlobalToonColor.xyz * r3.yzw;
r4.x = 1 + -f.o3.w;
r4.x = _VertexColorToonPower * r4.x;
r3.x = min(0, r3.x);
r3.x = 0.5 + r3.x;
r3.x = dot(r4.xx, r3.xx);
r3.x = 1 + -r3.x;
r4.x = cmp(0.5 >= _ToonBrightColor.w);
r4.y = r4.x ? 1.000000 : 0;
r4.y = r4.y * r3.x;
r5.xyz = float3(-1, -1, -1) + _ToonBrightColor.xyz;
r4.yzw = r4.yyy * r5.xyz + float3(1, 1, 1);
r5.xyz = r4.xxx ? float3(0, 0, 0) : _ToonBrightColor.xyz;
r5.xyz = r5.xyz * r3.xxx;
r1.xyz = r1.xyz * r4.yzw + r5.xyz;
r4.x = cmp(0.5 >= _ToonDarkColor.w);
r4.y = r4.x ? 1.000000 : 0;
r4.y = r4.y * r3.x;
r5.xyz = float3(-1, -1, -1) + _ToonDarkColor.xyz;
r4.yzw = r4.yyy * r5.xyz + float3(1, 1, 1);
r5.xyz = r4.xxx ? float3(0, 0, 0) : _ToonDarkColor.xyz;
r5.xyz = r5.xyz * r3.xxx;
r3.xyz = r3.yzw * r4.yzw + r5.xyz;
r3.xyz = r3.xyz + -r1.xyz;
r1.xyz = r0.xxx * r3.xyz + r1.xyz;
//r3.xyzw = t4.Sample(s5_s, f.o1.xy).xyzw;
r3 = tex2D(_DirtTex, f.o1.xy);
r3.xyz = _DirtScale.xxx * r3.xyz;
r3.y = _DirtRate[1].x * r3.y;
r3.x = r3.x * _DirtRate[0] + r3.y;
r3.x = r3.z * _DirtRate[2] + r3.x;
r3.y = cmp(-0 >= _RimHorizonOffset);
/*
r4.x = cb3[9].x;
r4.y = cb3[10].x;
r4.z = cb3[11].x;
*/
r4.x = unity_MatrixV[0].x;
r4.y = unity_MatrixV[0].y;
r4.z = unity_MatrixV[0].z;
r3.z = cmp(-0 >= _RimVerticalOffset);
r3.yz = r3.yz ? float2(1, 1) : float2(-1, -1);
/*
r5.x = cb3[9].y;
r5.y = cb3[10].y;
r5.z = cb3[11].y;
*/
r5.x = unity_MatrixV[1].x;
r5.y = unity_MatrixV[1].y;
r5.z = unity_MatrixV[1].z;
r6.xyz = r4.xyz * r3.yyy + -r2.xyz;
r6.xyz = abs(_RimHorizonOffset) * r6.xyz + r2.xyz;
r3.yzw = r5.xyz * r3.zzz + -r6.xyz;
r3.yzw = abs(_RimVerticalOffset) * r3.yzw + r6.xyz;
r3.y = dot(r3.yzw, f.o4.xyz);
r3.z = _RimStep + -_RimFeather;
r3.z = r3.z + -r3.y;
r3.z = r3.z / _RimFeather;
r3.z = saturate(1 + r3.z);
r3.z = r3.z * r3.z;
r3.z = r3.z * r3.z;
r3.z = _RimColor.w * r3.z;
r3.z = r3.z * r0.w;
r6.xy = cmp(float2(-0, -0) >= float2(_RimHorizonOffset2, _RimVerticalOffset2));
r6.xy = r6.xy ? float2(1, 1) : float2(-1, -1);
r4.xyz = r4.xyz * r6.xxx + -r2.xyz;
r2.xyz = abs(_RimHorizonOffset2) * r4.xyz + r2.xyz;
r4.xyz = r5.xyz * r6.yyy + -r2.xyz;
r2.xyz = abs(_RimVerticalOffset2) * r4.xyz + r2.xyz;
r2.x = dot(r2.xyz, f.o4.xyz);
r2.y = _RimStep2 + -_RimFeather2;
r2.x = r2.y + -r2.x;
r2.x = r2.x / _RimFeather2;
r2.x = saturate(1 + r2.x);
r2.x = r2.x * r2.x;
r2.x = r2.x * r2.x;
r2.x = _RimColor.w * r2.x;
r0.w = r2.x * r0.w;
r2.x = max(0, r3.y);
r2.y = _SpecularPower * 10 + 1;
r2.y = max(0, r2.y);
r2.x = log2(r2.x);
r2.x = r2.y * r2.x;
r2.x = exp2(r2.x);
r2.x = min(1, r2.x);
r0.y = r2.x * r0.y;
r2.xyz = _SpecularColor.xyz * _LightColor0.xyz;
r2.xyz = r2.xyz * r0.yyy;
r2.xyz = max(float3(0, 0, 0), r2.xyz);
r1.xyz = r2.xyz + r1.xyz;
r2.xyz = _GlobalDirtToonColor.xyz + -_GlobalDirtColor.xyz;
r2.xyz = r0.xxx * r2.xyz + _GlobalDirtColor.xyz;
r2.xyz = r2.xyz + -r1.xyz;
r1.xyz = r3.xxx * r2.xyz + r1.xyz;
r0.xy = float2(1, 1) + f.o6.xy;
r0.xy = float2(0.5, 0.5) * r0.xy;
//r4.xyzw = t5.Sample(s3_s, r0.xy).xyzw;
r4 = tex2D(_EnvMap, r0.xy);
r2.xyz = r4.xyz * r1.xyz;
r0.x = _EnvRate * r0.z;
r2.xyz = r2.xyz * _EnvBias + -r1.xyz;
r0.xyz = r0.xxx * r2.xyz + r1.xyz;
r1.xyz = _RimColor.xyz + -_SpecularColor.xyz;
r1.xyz = _RimSpecRate * r1.xyz + _SpecularColor.xyz;
r2.x = max(0, r2.w);
r1.xyz = r1.xyz * r3.zzz;
r2.y = _RimShadow + r2.x;
r2.y = _RimShadowRate + r2.y;
r1.xyz = r2.yyy * r1.xyz;
r2.yz = _GlobalRimColor.xy * r1.xy;
r0.xyz = r1.xyz * _GlobalRimColor.xyz + r0.xyz;
r3.yzw = _RimColor2.xyz + -_SpecularColor.xyz;
r3.yzw = _RimSpecRate2 * r3.yzw + _SpecularColor.xyz;
r3.yzw = r3.xyz * r0.www;
r0.w = _RimShadowRate2 + r2.x;
r3.yzw = r3.yzw * r0.www;
r0.xyz = r3.yzw * _GlobalRimColor.xyz + r0.xyz;
r0.w = r2.y + r2.z;
r0.w = r1.z * _GlobalRimColor.z + r0.w;
r0.w = cmp(9.99999975e-06 >= r0.w);
r1.xyz = r0.www ? _GlobalDirtColor.xyz : _GlobalDirtRimSpecularColor.xyz;
r1.xyz = r1.xyz + -r0.xyz;
r0.xyz = r3.xxx * r1.xyz + r0.xyz;
r1.xyz = _LightProbeColor.xyz * _CharaColor.xyz;
r0.w = 1 + -r3.x;
//r2.xyzw = t6.Sample(s6_s, f.o1.xy).xyzw;
r2 = tex2D(_EmissiveTex, f.o1.xy);
r2.xyz = _EmissiveColor.xyz * r2.xyz;
r2.xyz = r2.xyz * r0.www;
r0.xyz = r0.xyz * r1.xyz + r2.xyz;
r0.xyz = f.o8.xyz + r0.xyz;
r0.xyz = -_Global_FogColor.xyz + r0.xyz;
r0.xyz = f.p1.xxx * r0.xyz + _Global_FogColor.xyz;
r0.w = dot(r0.xyz, float3(0.212500006, 0.715399981, 0.0720999986));
r1.x = 1 + -_Saturation;
r0.xyz = _Saturation * r0.xyz;
result.xyz = r0.www * r1.xxx + r0.xyz;
result.w = r1.w;
return result;
}
ENDCG
}
Pass{
Name "Outline"
LOD 100
Tags { "Mirror" = "Chara" "MyShadow" = "Chara" "QUEUE" = "Geometry-1" "RenderType" = "Opaque" }
ZTest Less
Cull Front
Offset 1, -1
Stencil {
Ref[_StencilMask]
Comp[_StencilComp]
Pass[_StencilOp]
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define cmp -
float _GlobalCameraFov;
float _GlobalOutlineWidth;
float _OutlineWidth;
float _GlobalOutlineOffset;
float _Global_MaxHeight;
float4 _Global_FogMinDistance;
float4 _Global_FogLength;
float4 _OutlineColor;
float4 _Global_FogColor;
float _Global_MaxDensity;
float4 _CharaColor;
float _Saturation;
float4 _LightProbeColor;
float _Cutoff;
sampler2D _MainTex;
sampler2D _TripleMaskMap;
struct a2v {
float4 v0 : POSITION0;
float3 v1 : TANGENT0;
float2 v2 : TEXCOORD0;
float4 v3 : COLOR0;
};
struct v2f {
float4 o0 : SV_POSITION0;
float2 o1 : TEXCOORD11;
float2 p1 : TEXCOORD12;
};
v2f vert(a2v v) {
v2f f;
UNITY_INITIALIZE_OUTPUT(v2f, f);
float4 r0, r1, r2;
/*
r0.xyz = cb2[14].yyy * cb1[5].xyz;
r0.xyz = cb1[4].xyz * cb2[14].xxx + r0.xyz;
r0.xyz = cb1[6].xyz * cb2[14].zzz + r0.xyz;
r0.xyz = cb1[7].xyz * cb2[14].www + r0.xyz;
*/
r0.xyz = mul(unity_WorldToObject, float4(unity_MatrixInvV[0].y, unity_MatrixInvV[1].y, unity_MatrixInvV[2].y, unity_MatrixInvV[3].y)).xyz;
r0.x = dot(r0.xyz, v.v1.xyz);
//r0.xy = cb2[6].xy * r0.xx;
r0.xy = float2(UNITY_MATRIX_P[0].y, UNITY_MATRIX_P[1].y) * r0.xx;
/*
r1.xyz = cb2[13].yyy * cb1[5].xyz;
r1.xyz = cb1[4].xyz * cb2[13].xxx + r1.xyz;
r1.xyz = cb1[6].xyz * cb2[13].zzz + r1.xyz;
r1.xyz = cb1[7].xyz * cb2[13].www + r1.xyz;
*/
r1.xyz = mul(unity_WorldToObject, float4(unity_MatrixInvV[0].x, unity_MatrixInvV[1].x, unity_MatrixInvV[2].x, unity_MatrixInvV[3].x)).xyz;
r0.z = dot(r1.xyz, v.v1.xyz);
//r0.xy = cb2[5].xy * r0.zz + r0.xy;
r0.xy = float2(UNITY_MATRIX_P[0].x, UNITY_MATRIX_P[1].x) * r0.zz + r0.xy;
/*
r1.xyz = cb2[15].yyy * cb1[5].xyz;
r1.xyz = cb1[4].xyz * cb2[15].xxx + r1.xyz;
r1.xyz = cb1[6].xyz * cb2[15].zzz + r1.xyz;
r1.xyz = cb1[7].xyz * cb2[15].www + r1.xyz;
*/
r1.xyz = mul(unity_WorldToObject, float4(unity_MatrixInvV[0].z, unity_MatrixInvV[1].z, unity_MatrixInvV[2].z, unity_MatrixInvV[3].z)).xyz;
r0.z = dot(r1.xyz, v.v1.xyz);
//r0.xy = cb2[7].xy * r0.zz + r0.xy;
r0.xy = float2(UNITY_MATRIX_P[0].z, UNITY_MATRIX_P[1].z) * r0.zz + r0.xy;
//r0.xy = cb2[8].xy + r0.xy;
r0.xy = float2(UNITY_MATRIX_P[0].w, UNITY_MATRIX_P[1].w) + r0.xy;
r0.z = _GlobalCameraFov * 0.5 + 0.75;
r0.xy = r0.xy * r0.zz;
r0.z = _GlobalOutlineWidth * v.v3.x;
r0.z = _OutlineWidth * r0.z;
r0.z = 0.0027999999 * r0.z;
/*
r1.xyzw = cb1[1].xyzw * v0.yyyy;
r1.xyzw = cb1[0].xyzw * v0.xxxx + r1.xyzw;
r1.xyzw = cb1[2].xyzw * v0.zzzz + r1.xyzw;
r1.xyzw = cb1[3].xyzw + r1.xyzw;
*/
r1 = mul(unity_ObjectToWorld, v.v0);
/*
r2.xyzw = cb2[18].xyzw * r1.yyyy;
r2.xyzw = cb2[17].xyzw * r1.xxxx + r2.xyzw;
r2.xyzw = cb2[19].xyzw * r1.zzzz + r2.xyzw;
r2.xyzw = cb2[20].xyzw * r1.wwww + r2.xyzw;
*/
r2 = mul(unity_MatrixVP, r1);
f.o0.xy = r0.xy * r0.zz + r2.xy;
r0.x = 1 + -v.v3.y;
r0.x = 0.0187500007 * r0.x;
r0.x = _GlobalCameraFov * r0.x;
f.o0.z = -r0.x * _GlobalOutlineOffset + r2.z;
f.o0.w = r2.w;
/*
r0.x = cb2[10].z * r1.y;
r0.x = cb2[9].z * r1.x + r0.x;
r0.x = cb2[11].z * r1.z + r0.x;
r0.x = cb2[12].z * r1.w + r0.x;
*/
r0.x = mul(unity_MatrixV, r1).z;
f.p1.y = r1.y / _Global_MaxHeight;
r0.x = -_Global_FogMinDistance.w + -r0.x;
f.p1.x = saturate(r0.x / _Global_FogLength.w);
f.o1.xy = v.v2.xy;
return f;
}
fixed4 frag(v2f f) : SV_Target{
float4 r0,r1,r2;
float4 result;
//r0.xyzw = t0.Sample(s1_s, f.o1.xy).xyzw;
r0 = tex2D(_TripleMaskMap, f.o1.xy);
r0.x = cmp(r0.z < _Cutoff);
if (r0.x != 0) discard;
//r0.xyzw = t1.Sample(s0_s, f.o1.xy).xyzw;
r0 = tex2D(_MainTex, f.o1.xy);
r1.x = _OutlineColor.w + _OutlineColor.w;
r1.yzw = -_OutlineColor.xyz + r0.xyz;
r1.xyz = r1.xxx * r1.yzw + _OutlineColor.xyz;
r2.xyzw = float4(-0.5, -1, -1, -1) + _OutlineColor.wxyz;
r1.w = r2.x + r2.x;
r2.xyz = r1.www * r2.yzw + float3(1, 1, 1);
r1.w = cmp(_OutlineColor.w >= 0.5);
r1.w = r1.w ? 1.000000 : 0;
r0.xyz = r0.xyz * r2.xyz + -r1.xyz;
r0.xyz = r1.www * r0.xyz + r1.xyz;
r1.xyz = _LightProbeColor.xyz * _CharaColor.xyz;
r2.xy = float2(1, 1) + -f.p1.xy;
r1.w = saturate(r2.x * r2.y + _Global_MaxDensity);
r0.xyz = r0.xyz * r1.xyz + -_Global_FogColor.xyz;
r0.xyz = r1.www * r0.xyz + _Global_FogColor.xyz;
r1.x = dot(r0.xyz, float3(0.212500006, 0.715399981, 0.0720999986));
r1.y = 1 + -_Saturation;
r0.xyz = _Saturation * r0.xyz;
result.xyz = r1.xxx * r1.yyy + r0.xyz;
result.w = r0.w;
return result;
}
ENDCG
}
}
FallBack "Diffuse"
}
-10
View File
@@ -1,10 +0,0 @@
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