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cartoon.shader
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cartoon.shader
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Shader "LX/cartoon"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RampTex ("Ramp Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD2;
float3 worldNormal:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RampTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o, o.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uvMain);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * col.rgb;
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
float3 worldNormal = normalize(i.worldNormal);
fixed value = dot(worldNormal, worldLightDir)/2+0.5;
float3 diffuse = tex2D(_RampTex,fixed2(value, value)) * col*0.6f;
return fixed4(ambient + diffuse, 1);
}
ENDCG
}
}
}