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Shader "Toon/Basic" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (.5,.5,.5,1) | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } | |||||
} | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
Pass { | |||||
Name "BASE" | |||||
Cull Off | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#pragma multi_compile_fog | |||||
#include "UnityCG.cginc" | |||||
sampler2D _MainTex; | |||||
samplerCUBE _ToonShade; | |||||
float4 _MainTex_ST; | |||||
float4 _Color; | |||||
struct appdata { | |||||
float4 vertex : POSITION; | |||||
float2 texcoord : TEXCOORD0; | |||||
float3 normal : NORMAL; | |||||
}; | |||||
struct v2f { | |||||
float4 pos : SV_POSITION; | |||||
float2 texcoord : TEXCOORD0; | |||||
float3 cubenormal : TEXCOORD1; | |||||
UNITY_FOG_COORDS(2) | |||||
}; | |||||
v2f vert (appdata v) | |||||
{ | |||||
v2f o; | |||||
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |||||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |||||
o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
return o; | |||||
} | |||||
fixed4 frag (v2f i) : SV_Target | |||||
{ | |||||
fixed4 col = _Color * tex2D(_MainTex, i.texcoord); | |||||
fixed4 cube = texCUBE(_ToonShade, i.cubenormal); | |||||
fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); | |||||
UNITY_APPLY_FOG(i.fogCoord, c); | |||||
return c; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
Fallback "VertexLit" | |||||
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Shader "Toon/Basic Outline" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (.5,.5,.5,1) | |||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |||||
_Outline ("Outline width", Range (.002, 0.03)) = .005 | |||||
_MainTex ("Base (RGB)", 2D) = "white" { } | |||||
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } | |||||
} | |||||
CGINCLUDE | |||||
#include "UnityCG.cginc" | |||||
struct appdata { | |||||
float4 vertex : POSITION; | |||||
float3 normal : NORMAL; | |||||
}; | |||||
struct v2f { | |||||
float4 pos : SV_POSITION; | |||||
UNITY_FOG_COORDS(0) | |||||
fixed4 color : COLOR; | |||||
}; | |||||
uniform float _Outline; | |||||
uniform float4 _OutlineColor; | |||||
v2f vert(appdata v) { | |||||
v2f o; | |||||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |||||
float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); | |||||
float2 offset = TransformViewToProjection(norm.xy); | |||||
#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) | |||||
o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline; | |||||
#else | |||||
o.pos.xy += offset * o.pos.z * _Outline; | |||||
#endif | |||||
o.color = _OutlineColor; | |||||
UNITY_TRANSFER_FOG(o,o.pos); | |||||
return o; | |||||
} | |||||
ENDCG | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
UsePass "Toon/Basic/BASE" | |||||
Pass { | |||||
Name "OUTLINE" | |||||
Tags { "LightMode" = "Always" } | |||||
Cull Front | |||||
ZWrite On | |||||
ColorMask RGB | |||||
Blend SrcAlpha OneMinusSrcAlpha | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#pragma multi_compile_fog | |||||
fixed4 frag(v2f i) : SV_Target | |||||
{ | |||||
UNITY_APPLY_FOG(i.fogCoord, i.color); | |||||
return i.color; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
Fallback "Toon/Basic" | |||||
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Shader "Toon/Lit" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |||||
} | |||||
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, 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; | |||||
float4 _Color; | |||||
struct Input { | |||||
float2 uv_MainTex : TEXCOORD0; | |||||
}; | |||||
void surf (Input IN, inout SurfaceOutput o) { | |||||
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |||||
o.Albedo = c.rgb; | |||||
o.Alpha = c.a; | |||||
} | |||||
ENDCG | |||||
} | |||||
Fallback "Diffuse" | |||||
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Shader "Toon/Lit Outline" { | |||||
Properties { | |||||
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |||||
_Outline ("Outline width", Range (.002, 0.03)) = .005 | |||||
_MainTex ("Base (RGB)", 2D) = "white" {} | |||||
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |||||
} | |||||
SubShader { | |||||
Tags { "RenderType"="Opaque" } | |||||
UsePass "Toon/Lit/FORWARD" | |||||
UsePass "Toon/Basic Outline/OUTLINE" | |||||
} | |||||
Fallback "Toon/Lit" | |||||
} |
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