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63 lines
1.3 KiB
63 lines
1.3 KiB
Shader "Toon/Basic" { |
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Properties { |
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_Color ("Main Color", Color) = (.5,.5,.5,1) |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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Pass { |
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Name "BASE" |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile_fog |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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samplerCUBE _ToonShade; |
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float4 _MainTex_ST; |
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float4 _Color; |
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struct appdata { |
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float4 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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float3 normal : NORMAL; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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float3 cubenormal : TEXCOORD1; |
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UNITY_FOG_COORDS(2) |
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}; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); |
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UNITY_TRANSFER_FOG(o,o.pos); |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 col = _Color * tex2D(_MainTex, i.texcoord); |
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fixed4 cube = texCUBE(_ToonShade, i.cubenormal); |
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fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); |
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UNITY_APPLY_FOG(i.fogCoord, c); |
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return c; |
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} |
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ENDCG |
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} |
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} |
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Fallback "VertexLit" |
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}
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