From c1713cba7e05487dea56d6a9d40d3898fa9ef676 Mon Sep 17 00:00:00 2001 From: noxwyll Date: Wed, 3 Jan 2018 15:32:25 +0200 Subject: [PATCH 1/3] Added Speed Variable Maybe be done a bit crudely. --- .../Shaders/Flat Lit Toon Rainbow.shader | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) 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..1a00a91 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; + uniform float _Offset; 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; + uniform float _Offset; 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); From ed2d7019098fb0038e2f082711da9ace2ef98794 Mon Sep 17 00:00:00 2001 From: noxwyll Date: Sat, 6 Jan 2018 12:48:39 +0200 Subject: [PATCH 2/3] Update Flat Lit Toon Rainbow.shader spaces --- .../Shaders/Flat Lit Toon Rainbow.shader | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) 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 1a00a91..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 @@ -12,7 +12,7 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { _ColorMask ("ColorMask", 2D) = "black" {} _Saturation ("Saturation", Float ) = 0 _Value ("Value", Float ) = 0 - _Speed ("Speed", Float ) = 0 + _Speed ("Speed", Float ) = 0 } SubShader { Tags { @@ -63,8 +63,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; - uniform float _Speed; - uniform float _Offset; + uniform float _Speed; + struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; @@ -91,7 +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*_Speed + _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); @@ -135,8 +135,8 @@ Shader "CubedParadox/Flat Lit Toon Rainbow" { uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; - uniform float _Speed; - uniform float _Offset; + uniform float _Speed; + struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; @@ -163,7 +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*_Speed + _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); From 96859e2cdad13a601a811de9940fe9c9fb007e64 Mon Sep 17 00:00:00 2001 From: TCL987 Date: Thu, 11 Jan 2018 22:41:06 -0800 Subject: [PATCH 3/3] Add parentheses to make the order of operations explicit. --- .../Shaders/Flat Lit Toon Rainbow.shader | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) 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 146fd30..110e888 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 @@ -91,7 +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 * _Speed + _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); @@ -163,7 +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 * _Speed + _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);