129 lines
3.6 KiB
Plaintext
129 lines
3.6 KiB
Plaintext
// Not for redistribution without the author's express written permission
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Shader "MMD4Mecanim/MMDLit-Transparent"
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{
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Properties
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{
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_Color("Diffuse", Color) = (1,1,1,1)
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_Specular("Specular", Color) = (1,1,1) // Memo: Postfix from material.(Revision>=0)
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_Ambient("Ambient", Color) = (1,1,1)
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_Shininess("Shininess", Float) = 0
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_ShadowLum("ShadowLum", Range(0,10)) = 1.5
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_AmbientToDiffuse("AmbientToDiffuse", Float) = 5
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_EdgeColor("EdgeColor", Color) = (0,0,0,1)
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_EdgeScale("EdgeScale", Range(0,2)) = 0 // Memo: Postfix from material.(Revision>=0)
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_EdgeSize("EdgeSize", float) = 0 // Memo: Postfix from material.(Revision>=0)
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_MainTex("MainTex", 2D) = "white" {}
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_ToonTex("ToonTex", 2D) = "white" {}
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_SphereCube("SphereCube", Cube) = "white" {} // Memo: Postfix from material.(Revision>=0)
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_Emissive("Emissive", Color) = (0,0,0,0)
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_ALPower("ALPower", Float) = 0
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_AddLightToonCen("AddLightToonCen", Float) = -0.1
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_AddLightToonMin("AddLightToonMin", Float) = 0.5
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_ToonTone("ToonTone", Vector) = (1.0, 0.5, 0.5, 0.0) // ToonTone, ToonTone / 2, ToonToneAdd, Unused
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_NoShadowCasting("__NoShadowCasting", Float) = 0.0
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_TessEdgeLength("Tess Edge length", Range(2,50)) = 5
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_TessPhongStrength("Tess Phong Strengh", Range(0,1)) = 0.5
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_TessExtrusionAmount("TessExtrusionAmount", Float) = 0.0
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_Revision("Revision",Float) = -1.0 // Memo: Shader setting trigger.(Reset to 0<=)
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+2" "RenderType" = "Transparent" }
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LOD 200
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Cull Back
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Offset -0.1, -1 // Transparent to near
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CGPROGRAM
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#pragma target 2.0
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#pragma exclude_renderers flash
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fwdbase nolightmap nodirlightmap
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#pragma multi_compile _ SPECULAR_ON
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#pragma multi_compile _ EMISSIVE_ON
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#pragma multi_compile _ SPHEREMAP_MUL SPHEREMAP_ADD
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#pragma multi_compile _ SELFSHADOW_ON
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#pragma multi_compile _ AMB2DIFF_ON
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#include "MMD4Mecanim-MMDLit-Surface-ForwardBase.cginc"
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Offset -0.1, -1 // Transparent to near
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ZWrite Off Blend One One Fog { Color (0,0,0,0) }
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CGPROGRAM
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#pragma target 2.0
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#pragma exclude_renderers flash
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fwdadd
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#pragma multi_compile _ SPECULAR_ON
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#pragma multi_compile _ SELFSHADOW_ON
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#include "MMD4Mecanim-MMDLit-Surface-ForwardAdd.cginc"
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ENDCG
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}
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Blend Off
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ColorMask RGBA
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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Fog {Mode Off}
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ZWrite On ZTest LEqual Cull Off
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Offset 1, 1
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CGPROGRAM
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#pragma target 2.0
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#pragma exclude_renderers flash
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#include "MMD4Mecanim-MMDLit-Surface-ShadowCaster.cginc"
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ENDCG
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}
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Pass {
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Name "ShadowCollector"
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Tags { "LightMode" = "ShadowCollector" }
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Fog {Mode Off}
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma exclude_renderers flash
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcollector
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#include "MMD4Mecanim-MMDLit-Surface-ShadowCollector.cginc"
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ENDCG
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}
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}
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Fallback Off
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CustomEditor "MMD4MecanimMaterialInspector"
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}
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