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65 lines (53 loc) · 1.78 KB
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ToonAndOutline.shader
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65 lines (53 loc) · 1.78 KB
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Shader "Custom/MehdToonOutline" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_OutlineColor("Color outline", Color) = (0,0,0,1)
_OutlineWidth("Outline width", Range(0.,1.)) = 0.1
_Tresholds("Ranges", Vector) = (0.4,0.7,0.4,0.7)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Toon fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
fixed4 _Tresholds;
half4 LightingToon (SurfaceOutput s, float3 lightDir, float3 worldNormal)
{
float n = dot(lightDir, worldNormal);
float n1 = step(n,_Tresholds.r);
float n2 = step(_Tresholds.r,n)*step(n,_Tresholds.g);
float n3 = step(_Tresholds.g,n);
float result = _Tresholds.b*n1 + _Tresholds.a*n2 + 1.*n3;
half4 c;
c.rgb = result*s.Albedo;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float3 worldNormal;
float3 viewPos;
};
fixed4 _Color;
fixed4 _OutlineColor;
sampler2D _MainTex;
fixed _OutlineWidth;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutput o) {
float d = dot(IN.viewPos, IN.worldNormal);
float dN = 1-step(d, _OutlineWidth);
o.Albedo = dN*_OutlineColor + (1-dN)*tex2D(_MainTex, IN.uv_MainTex)*_Color.rgb;
}
ENDCG
}
FallBack "Diffuse"
}