-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathToonShader.shader
76 lines (67 loc) · 2.13 KB
/
ToonShader.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
Shader "AliShader/ToonShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Metallic ("Metallic", 2D) = "white" {}
_Normal ("Normal", 2D) = "bump" {}
_Brightness ("Brightness", Range(0, 1)) = 0.3
_Strength("Strength", Range(0,1)) = 0.5
_Color("Color", COLOR) = (1,1,1,1)
_Detail("Detail", Range(0,1)) = 0.3
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
half3 worldNormal : NORMAL;
};
sampler2D _MainTex;
sampler2D _Normal;
sampler2D _Metallic;
float4 _MainTex_ST;
float _Brightness;
float _Strength;
float4 _Color;
float _Detail;
float Toon(float3 normal, float3 lightDir)
{
float NdotL = max(0.0,dot(normalize(normal), normalize(lightDir)));
return ((floor(NdotL / _Detail) * _Strength) * _Brightness);
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col*=tex2D(_Normal, i.uv).a;
col*=tex2D(_Metallic, i.uv).a;
col *=Toon(i.worldNormal, _WorldSpaceCameraPos.xyz) + _Color;
return col;
}
ENDCG
}
}
}