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@xDavidLeon
Created December 30, 2015 15:24
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// Toony Colors Pro+Mobile 2
// (c) 2014,2015 Jean Moreno
// Modified by David Leon (Lince Works)
Shader "Toony Colors Pro 2/LDK/Basic"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_RampThreshold ("#RAMPF# Ramp Threshold", Range(0,1)) = 0.5
_RampSmooth ("#RAMPF# Ramp Smoothing", Range(0.001,1)) = 0.1
//BUMP
_BumpMap ("#NORM# Normal map (RGB)", 2D) = "bump" {}
//SPECULAR
_SpecColor ("#SPEC# Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("#SPEC# Shininess", Range(0.0,2)) = 0.1
//RIM LIGHT
_RimColor ("#RIM# Rim Color", Color) = (0.8,0.8,0.8,0.6)
_RimMin ("#RIM# Rim Min", Range(0,1)) = 0.5
_RimMax ("#RIM# Rim Max", Range(0,1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf ToonyColorsCustom noambient
#pragma target 3.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
sampler2D _BumpMap;
fixed _Shininess;
fixed4 _RimColor;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
half2 uv_BumpMap;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
float _RampThreshold;
float _RampSmooth;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Gloss;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, ndl);
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
//Specular
half3 h = normalize(lightDir + viewDir);
float ndh = max(0, dot (s.Normal, h));
float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0;
spec *= atten;
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
c.rgb *= 2;
c.rgb += _LightColor0.rgb * _SpecColor.rgb * spec;
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec;
return c;
}
inline half4 LightingToonyColorsCustom_SingleLightmap (SurfaceOutputCustom s, fixed4 color)
{
half3 lm = DecodeLightmap (color);
float lum = Luminance(lm);
#if TCP2_RAMPTEXT
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum));
#else
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum);
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
lm *= ramp * 2;
return fixed4(lm, 0);
}
inline fixed4 LightingToonyColorsCustom_DualLightmap (SurfaceOutputCustom s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade)
{
half3 lm = lerp (DecodeLightmap (indirectOnlyColor), DecodeLightmap (totalColor), indirectFade);
float lum = Luminance(lm);
#if TCP2_RAMPTEXT
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum));
#else
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum);
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
lm *= ramp * 2;
return fixed4(lm, 0);
}
inline fixed4 LightingToonyColorsCustom_DirLightmap (SurfaceOutputCustom s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor)
{
UNITY_DIRBASIS
half3 scalePerBasisVector;
half3 lm = DirLightmapDiffuse (unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
half3 lightDir = normalize (scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]);
half3 h = normalize (lightDir + viewDir);
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular * 128.0);
// specColor used outside in the forward path, compiled out in prepass
specColor = lm * _SpecColor.rgb * s.Gloss * spec;
float lum = Luminance(lm);
#if TCP2_RAMPTEXT
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum));
#else
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum);
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
lm *= ramp * 2;
return half4(lm, spec);
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
//Specular
o.Gloss = 1;
o.Specular = _Shininess;
//Normal map
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "TCP2_MaterialInspector"
}
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