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 Tip Jar - -Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.