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141 lines
3.4 KiB
141 lines
3.4 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 14/Toon Shading" { |
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Properties { |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_MainTex ("Main Tex", 2D) = "white" {} |
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_Ramp ("Ramp Texture", 2D) = "white" {} |
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_Outline ("Outline", Range(0, 1)) = 0.1 |
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_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1) |
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_Specular ("Specular", Color) = (1, 1, 1, 1) |
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_SpecularScale ("Specular Scale", Range(0, 0.1)) = 0.01 |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" "Queue"="Geometry"} |
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Pass { |
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NAME "OUTLINE" |
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Cull Front |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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float _Outline; |
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fixed4 _OutlineColor; |
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struct a2v { |
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float4 vertex : POSITION; |
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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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}; |
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v2f vert (a2v v) { |
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v2f o; |
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float4 pos = mul(UNITY_MATRIX_MV, v.vertex); |
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float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); |
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normal.z = -0.5; |
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pos = pos + float4(normalize(normal), 0) * _Outline; |
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o.pos = mul(UNITY_MATRIX_P, pos); |
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return o; |
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} |
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float4 frag(v2f i) : SV_Target { |
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return float4(_OutlineColor.rgb, 1); |
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} |
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ENDCG |
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} |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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Cull Back |
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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_fwdbase |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "AutoLight.cginc" |
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#include "UnityShaderVariables.cginc" |
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fixed4 _Color; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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sampler2D _Ramp; |
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fixed4 _Specular; |
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fixed _SpecularScale; |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 texcoord : TEXCOORD0; |
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float4 tangent : TANGENT; |
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}; |
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struct v2f { |
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float4 pos : POSITION; |
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float2 uv : TEXCOORD0; |
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float3 worldNormal : TEXCOORD1; |
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float3 worldPos : TEXCOORD2; |
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SHADOW_COORDS(3) |
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}; |
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v2f vert (a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos( v.vertex); |
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); |
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o.worldNormal = UnityObjectToWorldNormal(v.normal); |
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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TRANSFER_SHADOW(o); |
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return o; |
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} |
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float4 frag(v2f i) : SV_Target { |
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fixed3 worldNormal = normalize(i.worldNormal); |
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fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); |
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fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); |
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fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir); |
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fixed4 c = tex2D (_MainTex, i.uv); |
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fixed3 albedo = c.rgb * _Color.rgb; |
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; |
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); |
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fixed diff = dot(worldNormal, worldLightDir); |
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diff = (diff * 0.5 + 0.5) * atten; |
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fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb; |
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fixed spec = dot(worldNormal, worldHalfDir); |
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fixed w = fwidth(spec) * 2.0; |
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fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale); |
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return fixed4(ambient + diffuse + specular, 1.0); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Diffuse" |
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}
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