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@baba-s
Created August 5, 2018 10:16
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Shader "Toon/Lit" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_DispTex("Displacement Texture", 2D) = "white" {}
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
_Displacement("Max Displacement", Range(0, 2)) = 0.1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf ToonRamp vertex:vert addshadow
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
{
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
half d = dot (s.Normal, lightDir)*0.5 + 0.5;
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
c.a = 0;
return c;
}
sampler2D _MainTex, _DispTex;
float4 _Color;
float _Displacement;
struct Input {
float2 uv_MainTex : TEXCOORD0;
float4 dispTex;
};
void vert(inout appdata_full v, out Input o)
{
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
half4 d = tex2Dlod(_DispTex, float4(worldPos.x, worldPos.y + _Time.y, 0, 0));
UNITY_INITIALIZE_OUTPUT(Input, o);
v.vertex.xyz += _Displacement * v.normal * d;
o.dispTex = d;
}
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb + (IN.dispTex * _Color);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}
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