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@olegmrzv
Forked from hotcakesdeluxe/HalfLambert.shader
Created July 16, 2021 23:26
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half lambert for stylized skin shading for unity
Shader "Custom/HalfLambert"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_RampTex ("Ramp (RGB)", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_ShadowTint ("Shadow Color", Color) = (0, 0, 0, 1)
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BasicDiffuse fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RampTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
fixed4 _Color;
float3 _ShadowTint;
float4 _RimColor;
float _RimPower;
inline float4 LightingBasicDiffuse(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
float difLight = dot(s.Normal, lightDir);
float hLambert = difLight * 0.5 + 0.5;
float3 ramp = tex2D(_RampTex, float2(hLambert,hLambert)).rgb;
float3 shadowColor = s.Albedo * _ShadowTint;
float4 col;
col.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten);
col.rgb += shadowColor * (1.0 - atten);
col.a=s.Alpha;
return col;
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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