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100 lines
2.8 KiB
100 lines
2.8 KiB
Shader "Unlit/ToonShaderHouse" |
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{ |
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Properties { |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_MainTex ("Texture", 2D) = "white" {} |
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_LuminousTex ("Luminous Tex", 2D) = "white" {} |
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_LuminousColor("Luminous Color",Color) = (1,1,1,1) |
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_Specular ("Specular", Color) = (1, 1, 1, 1) |
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_Gloss ("Gloss", Range(8.0, 256)) = 20 |
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_LightEdge ("Light Edge",Float) = 1.0 |
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_LightEdgeColor("Light Edge Color",Color) = (1,1,1,1) |
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} |
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SubShader { |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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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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#include "Lighting.cginc" |
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#include "AutoLight.cginc" |
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fixed4 _Color; |
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fixed4 _Specular; |
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float _Gloss; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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sampler2D _LuminousTex; |
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float4 _LuminousTex_ST; |
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fixed4 _LuminousColor; |
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float _LightEdge; |
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fixed4 _LightEdgeColor; |
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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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float2 uv : TEXCOORD1; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float3 worldNormal : TEXCOORD0; |
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float3 worldPos : TEXCOORD1; |
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float2 lumUV : TEXCOORD2; |
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float2 tex : TEXCOORD3; |
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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.worldNormal = UnityObjectToWorldNormal(v.normal); |
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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o.lumUV = TRANSFORM_TEX(v.uv, _LuminousTex); |
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o.tex = TRANSFORM_TEX(v.uv, _MainTex); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 col = tex2D(_MainTex, i.tex); |
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fixed4 lum = tex2D(_LuminousTex, i.lumUV); |
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fixed3 worldNormal = normalize(i.worldNormal); |
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fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); |
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//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; |
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fixed3 ambient = ShadeSH9(fixed4(i.worldNormal,1)); |
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// Use the texture to sample the diffuse color |
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fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5; |
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//fixed3 diffuse = _LightColor0.rgb * diffuseColor; |
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fixed3 diffuse = saturate(dot(worldNormal,worldLightDir)); |
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fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); |
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fixed3 halfDir = normalize(worldLightDir + viewDir); |
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fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); |
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fixed3 diffuseEdge = ((clamp(diffuse,0,0.5)-0.5) * (floor(diffuse*2)-1)* -1+(floor(diffuse*2)-1)* -1*0.5) *_LightEdgeColor.rgb; |
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diffuse = (fixed3(floor(diffuse*2)*0.5)+diffuseEdge) * _LightColor0.rgb; |
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specular = fixed3(floor(specular*2)*0.5); |
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fixed4 finalColor = fixed4(ambient + diffuse + specular, 1.0)*_LightEdge; |
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//fixed4 finalColor = fixed4(ambient + diffuse, 1.0); |
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//finalColor = fixed4 (0.0,0.0,0.0,1.0); |
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return finalColor*col+lum*_LuminousColor; |
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} |
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ENDCG |
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} |
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} |
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FallBack "Specular" |
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}
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