diff --git a/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader b/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader
index 240036f..146fd30 100644
--- a/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader
+++ b/Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Rainbow.shader
@@ -12,6 +12,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" {
_ColorMask ("ColorMask", 2D) = "black" {}
_Saturation ("Saturation", Float ) = 0
_Value ("Value", Float ) = 0
+ _Speed ("Speed", Float ) = 0
}
SubShader {
Tags {
@@ -62,6 +63,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" {
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform float _Saturation;
uniform float _Value;
+ uniform float _Speed;
+
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
@@ -88,7 +91,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" {
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float4 node_1939 = _Time + _TimeEditor;
+ float4 node_1939 = _Time * _Speed + _TimeEditor;
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation))));
fixed4 finalRGBA = fixed4(finalColor,1);
@@ -132,6 +135,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" {
uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;
uniform float _Saturation;
uniform float _Value;
+ uniform float _Speed;
+
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
@@ -158,7 +163,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" {
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float4 node_1939 = _Time + _TimeEditor;
+ float4 node_1939 = _Time * _Speed + _TimeEditor;
float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));
float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation))));
fixed4 finalRGBA = fixed4(finalColor * 1,0);
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..de30b16
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2017 Nicholas Benge
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/Media/Flat_Lit_Toon_Inspector.png b/Media/Flat_Lit_Toon_Inspector.png
deleted file mode 100644
index 623695b..0000000
--- a/Media/Flat_Lit_Toon_Inspector.png
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:4e6c4e9d6a1f51cfc9e3da04885d8ca598fa1514bad91924b846d26543d66bec
-size 16124
diff --git a/Media/Flat_Lit_Toon__Inspector.png b/Media/Flat_Lit_Toon__Inspector.png
new file mode 100644
index 0000000..72a9158
--- /dev/null
+++ b/Media/Flat_Lit_Toon__Inspector.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:0095b7406d02dddbd4d553ce3da9acb102ec2521dd3a43fbb783096b565d04f6
+size 50195
diff --git a/README.md b/README.md
index 7942a68..8e9d25e 100644
--- a/README.md
+++ b/README.md
@@ -2,12 +2,13 @@ Cubed's Unity Shaders
============
A compilation of custom shaders for Unity3D.
-You can download the latest version of this package to import **here**: [CubedsShaders.unitypackage](https://github.com/cubedparadox/Cubeds-Unity-Shaders/raw/master/Packages/CubedsShaders.unitypackage)
-Currently built for Unity 5.6.3p1
+You can get the latest release [here](https://github.com/cubedparadox/Cubeds-Unity-Shaders/releases)
+Currently built for Unity 5.6.3p1
+Installation: Add it to your unity assets (drag and drop in the package, or go to "Assets/Import Package/Custom Package" at the top and from there you can find it in your shaders drop down list automatically.
## Shaders
* Flat Lit Toon
-![alt text](Media/Flat_Lit_Toon.png) ![alt text](Media/Flat_Lit_Toon_Inspector.png)
+![alt text](Media/Flat_Lit_Toon.png) ![alt text](Media/Flat_Lit_Toon__Inspector.png)
* Looks like a unlit shader under good neutral lighting, but actually responds to full ambient and realtime lighting color, intensity and shadow. Single Pass with geometry shader outline
* Unlit Shadowed
![alt text](Media/Unlit_Shadowed_thumb.png)
@@ -31,5 +32,3 @@ Project contains the following assets:
### Tip Jar
-
-
This work is licensed under a Creative Commons Attribution 4.0 International License.