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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