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Toon-based plasticky Unity3D shader
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// Plasticky Unity3D shader | |
// Based on built-in Toon/Lighted | |
Shader "Custom/ToonyPolymer" { | |
Properties { | |
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |
_Shininess ("Shininess", Range (0.1, 1)) = 0.7 | |
_Intensity ("Intensity", Range (0.1, 5.0)) = 1.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf ToonRamp | |
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, fixed3 halfDir, 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; | |
fixed nh = max (0, dot (s.Normal, halfDir)); | |
fixed spec = pow (d, s.Specular*128) * s.Gloss; | |
fixed diff = nh; | |
half4 c; | |
float modifier = d; | |
if (modifier > 0.2) | |
modifier += (modifier-0.1)/4.0; | |
c.rgb = (s.Albedo * _LightColor0.rgb * ramp + _LightColor0.rgb * spec) * (atten*2*modifier); | |
c.a = 0; | |
return c; | |
} | |
sampler2D _MainTex; | |
float4 _Color; | |
half _Shininess; | |
float _Intensity; | |
struct Input { | |
float2 uv_MainTex : TEXCOORD0; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); | |
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color * _Intensity; | |
o.Albedo = c.rgb; | |
o.Alpha = tex.a; | |
o.Gloss = _Shininess; | |
o.Specular = _Shininess; | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
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