Kastell/Assets/Pixel3D/Shaders/Cel.shader
Gerard Gascón f5c1616018 init
2025-02-02 23:45:04 +01:00

50 lines
1.4 KiB
Text

// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'
Shader "Custom/Cel"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[MaterialToggle] _UseShadeTex ("Use Shade Texture", Float) = 0
_ShadeTex ("Shade Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_DarknessColor ("Darkness Color", Color) = (0.5,0.5,0.5,1)
_DarknessMidpoint ("Darkness Midpoint", Range(0, 1)) = 0.5
_ShadowThreshold ("Shadow Threshold", Range(0, 1)) = 0.5
_ShadeBitDepth ("Shade Bit Depth", Range(0, 15)) = 5
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "Cel.hlsl"
ENDCG
}
// https://en.wikibooks.org/wiki/Cg_Programming/Unity/Cookies
Pass {
Tags { "LightMode" = "ForwardAdd" }
CGPROGRAM
#pragma multi_compile_lightpass
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "Cel.hlsl"
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}