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Toon.shader
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Toon.shader
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Shader "BASICxSHADER/Lighting/Toon" {
Properties {
_ToonLightColor ("Toon Light Color", Color) = (1, 1, 1, 1)
_ToonDarkColor ("Toon Dark Color", Color) = (0.5, 0.5, 0.5, 1)
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineWidth ("Outline Width", Range (0.01, 0.1)) = 0.01
}
SubShader {
// 0: Outline
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform fixed4 _OutlineColor;
uniform half _OutlineWidth;
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
float4 vert(float4 vertex : POSITION, float3 normal : NORMAL) : SV_POSITION {
vertex.xyz += normal * _OutlineWidth;
return UnityObjectToClipPos(vertex);
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag() : SV_Target {
return _OutlineColor;
}
ENDCG
}
// 1: Cel
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform fixed4 _ToonLightColor;
uniform fixed4 _ToonDarkColor;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
// Dot
half NdotL = saturate(dot(normal, lightDir));
// Color
fixed3 toon = lerp(_ToonLightColor.rgb, _ToonDarkColor.rgb, step(NdotL, 0));
fixed4 color = fixed4(toon, 1.0);
return color;
}
ENDCG
}
}
}