Created
May 16, 2017 14:51
-
-
Save onotchi/eec99c44f41b83c2d7b56bb4c6fd7ed6 to your computer and use it in GitHub Desktop.
UV2利用で左右非対称デカール表現
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "PronamaChan/Toon/Lit Decal" { | |
Properties { | |
_Color("Main Color", Color) = (0.5,0.5,0.5,1) | |
_DecalColor ("Decal Color", Color) = (0.5,0.5,0.5,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_DecalTex("Decal (RGBA)", 2D) = "black" {} | |
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Cull[_CullMode] | |
CGPROGRAM | |
#pragma surface surf ToonRamp | |
sampler2D _Ramp; | |
// custom lighting function that uses a texture ramp based | |
// on angle between light direction and normal | |
#pragma lighting ToonRamp exclude_path:prepass | |
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) | |
{ | |
#ifndef USING_DIRECTIONAL_LIGHT | |
lightDir = normalize(lightDir); | |
#endif | |
half d = dot (s.Normal, lightDir) * 0.5 + 0.5; | |
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; | |
half4 c; | |
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten * 2; | |
c.a = 0; | |
return c; | |
} | |
sampler2D _MainTex; | |
sampler2D _DecalTex; | |
fixed4 _Color; | |
fixed4 _DecalColor; | |
struct Input { | |
float2 uv_MainTex : TEXCOORD0; | |
float2 uv2_DecalTex : TEXCOORD1; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex); | |
half4 decal = tex2D(_DecalTex, IN.uv2_DecalTex) * _DecalColor; | |
//half4 decal = tex2Dproj(_DecalTex, UNITY_PROJ_COORD(IN.uv_DecalTex)); | |
c.rgb = lerp(c.rgb, decal.rgb, decal.a); | |
c *= _Color; | |
o.Albedo = c.rgb; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "PronamaChan/Toon/Lit Decal Outline" { | |
Properties { | |
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |
_DecalColor("Decal Color", Color) = (0.5,0.5,0.5,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_DecalTex("Decal (RGBA)", 2D) = "black" {} | |
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK | |
_OutlineColor("Outline Color", Color) = (0,0,0,1) | |
_Outline("Outline width", Range(.0, 0.03)) = .005 | |
_OutlineZOffest("Outline Z Offset", float) = .0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
UsePass "PronamaChan/Toon/Lit Decal/FORWARD" | |
UsePass "PronamaChan/Toon/Basic Outline/OUTLINE" | |
} | |
Fallback "PronamaChan/Toon/Lit Decal" | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public class UV2Setter : MonoBehaviour | |
{ | |
public SkinnedMeshRenderer SkinnedMeshRenderer; | |
private void Start() | |
{ | |
if (this.SkinnedMeshRenderer == null) | |
{ | |
this.SkinnedMeshRenderer = this.GetComponentInChildren<SkinnedMeshRenderer>(); | |
} | |
//メッシュのクローンをSkinnedMeshRendererにセット | |
var mesh = this.SkinnedMeshRenderer.sharedMesh; | |
mesh = GameObject.Instantiate(mesh); | |
mesh.MarkDynamic(); | |
var vertices = mesh.vertices; | |
var uvs = new Vector2[vertices.Length]; | |
for (int i = 0; i < uvs.Length; i++) | |
{ | |
uvs[i] = new Vector2(vertices[i].x, vertices[i].z); | |
} | |
mesh.uv2 = uvs; | |
this.SkinnedMeshRenderer.sharedMesh = mesh; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment