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@AlvarBer
Last active March 28, 2020 14:15
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Toon lit & unlit "uber" shader
// TODO: Do fresnel the ronja way
Shader "HCF/3D/Toon Lit" {
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Tint("Tint", Color) = (1, 1, 1, 1)
[Header(Lighting)]
[Toggle]
_UseRampText("Use Ramp Texture", Float) = 0
[NoScaleOffset]
_RampTex("Ramp Texture (Greyscale)", 2D) = "white" {}
[IntRange]
_StepAmount("Shadow Steps (if no ramp tex)", Range(1, 16)) = 2
_StepWidth("Step Size (if no ramp tex)", Range(0.05, 1)) = 0.25
[Toggle]
_VertexColors("Display vertex colors", Float) = 0
[Toggle]
_MaterialShadowColor("Shadow Color From Material", Float) = 1
[HDR]
_ShadowTint("Shadow Color", Color) = (0, 0, 0, 1)
[Header(Specular)]
[Toggle]
_Specular("Enable Specular", Float) = 1
_SpecularSize("Specular Size", Range(0, 1)) = 0.1
_SpecularFalloff("Specular Falloff", Range(0, 2)) = 1
_SpecularColor("Specular Color", Color) = (1, 1, 1, 1)
[Header(Rim Light)]
[Toggle]
_RimLight("Enable Rim Light", Float) = 0
_RimColor("Rim color", Color) = (1, 1, 1, 1)
_RimAmount("Rim Amount", Range(0, 1)) = 0.716
_RimExp("Rim Exponent", Range(0, 1)) = 0.1
}
SubShader {
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry"
}
LOD 200
CGPROGRAM
// fullforwardshadows makes sure unity adds the shadow passes the shader might need
#pragma surface surf ToonStep fullforwardshadows
#pragma target 3.0
#pragma shader_feature_local _USERAMPTEXT_ON
#pragma shader_feature_local _VERTEXCOLORS_ON
#pragma shader_feature_local _MATERIALSHADOWCOLOR_ON
#pragma shader_feature_local _SPECULAR_ON
#pragma shader_feature_local _RIMLIGHT_ON
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
#if defined(_VERTEXCOLORS_ON)
float4 color : COLOR;
#endif
};
struct ToonSurfaceOutput{
fixed3 Albedo;
half3 Emission;
#if defined(_SPECULAR_ON)
fixed3 Specular;
#endif
fixed Alpha;
fixed3 Normal;
};
fixed4 _Tint;
#if defined(_MATERIALSHADOWCOLOR_ON)
float3 _ShadowTint;
#endif
#if defined(_SPECULAR_ON)
fixed3 _SpecularColor;
#endif
void surf(Input IN, inout ToonSurfaceOutput o) {
fixed4 col = tex2D(_MainTex, IN.uv_MainTex) * _Tint;
#if defined(_VERTEXCOLORS_ON)
col *= IN.color;
#endif
o.Albedo = col.rgb;
#if defined(_MATERIALSHADOWCOLOR_ON)
o.Emission = col.rgb * _ShadowTint;
#else
o.Emission = col.rgb * UNITY_LIGHTMODEL_AMBIENT;
#endif
#if defined(_SPECULAR_ON)
o.Specular = _SpecularColor;
#endif
}
#if defined(_USERAMPTEXT_ON)
sampler2D _RampTex;
#else
int _StepAmount;
float _StepWidth;
#endif
#if defined(_SPECULAR_ON)
float _SpecularSize, _SpecularFalloff;
#endif
#if defined(_RIMLIGHT_ON)
float4 _RimColor;
float _RimAmount, _RimExp;
#endif
float4 LightingToonStep(ToonSurfaceOutput s, float3 lightDir, half3 viewDir, float shadowAttenuation) {
// Copied from toonlit standard shader
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
float nDotL = dot(s.Normal, lightDir);
#if defined(_USERAMPTEXT_ON)
nDotL = nDotL * 0.5 + 0.5;
float intensity = tex2D(_RampTex, float2(nDotL, nDotL)).r;
#else
// strech values so each whole value is one step
nDotL /= _StepWidth;
// make steps harder
float intensity = floor(nDotL);
// fwidth computes difference over quad-pixels
// This gives a bit of smoother lines as it lerps over single pixel
// It's fine that intensity goes lower than 0, since that's just shadow
float nDotLDelta = fwidth(nDotL);
// calculate smoothing in first pixels of the steps and add smoothing to step, raising it by one step
// (that's fine because we used floor previously and we want everything to be the value above the floor value,
// for example 0 to 1 should be 1, 1 to 2 should be 2 etc...)
float smoothing = smoothstep(0, nDotLDelta, frac(nDotL));
intensity += smoothing;
// bring the light intensity back into a range where we can use it for color
// and clamp it so it doesn't do weird stuff below 0 / above one
intensity /= _StepAmount;
intensity = saturate(intensity);
#endif
#if defined(USING_DIRECTIONAL_LIGHT)
float attenuationDelta = fwidth(shadowAttenuation) * 0.5;
float shadow = smoothstep(0.5 - attenuationDelta, 0.5 + attenuationDelta, shadowAttenuation);
#else
float attenuationDelta = fwidth(shadowAttenuation);
float shadow = smoothstep(0, attenuationDelta, shadowAttenuation);
#endif
intensity *= shadow;
float3 lightCol = intensity * _LightColor0.rgb;
#if defined(_SPECULAR_ON)
// calculate how much the surface points points towards the reflection direction
float3 reflectionDirection = reflect(lightDir, s.Normal);
float specular = dot(viewDir, -reflectionDirection);
// make specular highlight all off towards outside of model
float specularFalloff = dot(viewDir, s.Normal);
specularFalloff = pow(specularFalloff, _SpecularFalloff);
specular *= specularFalloff;
// make specular intensity with a hard corner
float specularDelta = fwidth(specular);
float specularIntensity = smoothstep(1 - _SpecularSize, 1 - _SpecularSize + specularDelta, specular);
// factor inshadows
specularIntensity *= shadow;
#endif
#if defined(_RIMLIGHT_ON)
float rimDot = 1 - dot(viewDir, s.Normal);
float rimIntensity = rimDot * pow(nDotL, _RimExp);
rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
float4 rim = rimIntensity * _RimColor;
lightCol += rim;
#endif
float4 color;
color.rgb = s.Albedo * lightCol;
#if defined(_SPECULAR_ON)
color.rgb = lerp(color.rgb, s.Specular, saturate(specularIntensity));
#endif
color.a = s.Alpha;
return color;
}
ENDCG
}
FallBack "Standard"
}
Shader "HCF/3D/Toon Unlit" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Tint("Tint", Color) = (0.462745, 0.462745, 0.462745, 1)
[Header(Lighting)]
[NoScaleOffset]
_ShadingCube("Lightning cupemap(RGB)", Cube) = "" {}
}
SubShader {
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry"
}
LOD 100
Pass {
Name "BASE"
Tags {
"LightMode" = "Always" // No Lighting
"PassFlags" = "OnlyDirectional" // Don't pass vertex/SH9 light
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 cubeNormal : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// Dunno how to get rid of the warning. Or what exactly UNITY_MV is
o.cubeNormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
samplerCUBE _ShadingCube;
fixed4 _Tint;
fixed4 frag (v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
// Get lightning info from cubemap using the normals
// Multiply by 2 because cubemap is a detail map
fixed4 cube = texCUBE(_ShadingCube, i.cubeNormal);
// fixed4 cube = texCUBE(_ShadingCube, i.cubeNormal) * unity_ColorSpaceDouble;
col.rgb *= cube.rgb;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
FallBack "Standard"
}
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