diff options
Diffstat (limited to 'SurvivalTest/Assets/ACS-17/Shaders/ToonShader.shader')
-rw-r--r-- | SurvivalTest/Assets/ACS-17/Shaders/ToonShader.shader | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/SurvivalTest/Assets/ACS-17/Shaders/ToonShader.shader b/SurvivalTest/Assets/ACS-17/Shaders/ToonShader.shader new file mode 100644 index 0000000..60734a7 --- /dev/null +++ b/SurvivalTest/Assets/ACS-17/Shaders/ToonShader.shader @@ -0,0 +1,121 @@ +Shader "Custom/ToonShader" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _SpecularPower("Specular Power", Range(0.0,1.0)) = 0.01 + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _SpecTex("Specular (B&W)", 2D) = "white" {} + _Ramp("Toon Ramp", 2D) = "white" {} + _Border("Border size", Range(0.0,0.1)) = 0.01 + _BorderColor("Border Color", Color) = (0,0,0,1) + [Toggle(SPECULAR_ENABLE)] _SpecularEnable("Enable Specular", Int) = 0 + [Toggle(OUTLINE_FRONT)] _OutlineFront("Enable Outline", Int) = 1 + } + SubShader { + Tags { "RenderType"="Opaque" "Queue"="Transparent+2"} + LOD 200 + + Pass + { + Name "OUTLINE" + Tags{ "LightMode" = "Always" } + Cull Front + ZWrite Off + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + + #pragma shader_feature OUTLINE_FRONT + + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f { + float4 pos : POSITION; + float4 color : COLOR; + }; + + float _Border; + float4 _BorderColor; + + v2f vert(appdata v) + { + v2f o; + #if OUTLINE_FRONT + o.pos = UnityObjectToClipPos(v.vertex); + + float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); + float2 offset = TransformViewToProjection(norm.xy); + + o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Border; + o.color = _BorderColor; + #else + o.pos = float4(0, 0, 0, 0); + o.color = float4(0, 0, 0, 0); + #endif + return o; + } + + half4 frag(v2f i) :COLOR{ return i.color; } + ENDCG + } + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma shader_feature SPECULAR_ENABLE + #pragma surface surf Ramp fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _Ramp; + + half4 LightingRamp(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { + half NdotL = dot(s.Normal, lightDir); + half diff = NdotL * 0.5 + 0.5; + half3 ramp = tex2D(_Ramp, float2(diff, diff)).rgb; + half4 c; + +#if SPECULAR_ENABLE + half3 h = normalize(lightDir + viewDir); + float nh = max(0, dot(s.Normal, h)); + float spec = pow(nh, s.Specular * 128.0); + c.rgb = (s.Albedo * _LightColor0.rgb * ramp + spec * _LightColor0.rgb) * atten; +#else + c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten; +#endif + c.a = s.Alpha; + return c; + } + + struct Input { + float2 uv_MainTex; + float3 viewDir; + }; + + + sampler2D _MainTex; + sampler2D _SpecTex; + + float _SpecularPower; + fixed4 _Color; + + void surf (Input IN, inout SurfaceOutput o) { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + o.Specular = _SpecularPower * tex2D(_SpecTex, IN.uv_MainTex); + } + ENDCG + + + } + FallBack "Diffuse" +} |