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- Shader "Toon/Lit Stencil" {
- Properties{
- _Color("Main Color", Color) = (0.5,0.5,0.5,1)
- _RampStrength("Ramp Strength", Range(0,1)) = 0.4
- _MainTex("Base (RGB)", 2D) = "white" {}
- _BumpMap("Bumpmap", 2D) = "bump" {}
- }
- SubShader{
- Tags { "RenderType" = "Opaque" }
- LOD 200
- Stencil
- {
- Ref 1
- Comp Always
- Pass Replace
- }
- CGPROGRAM
- #pragma surface surf ToonRamp fullforwardshadows
- sampler2D _Ramp;
- float _RampStrength;
- // 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);
- half ramp = smoothstep(0,0.05, d) ;
- half4 c;
- c.rgb = (s.Albedo ) * _LightColor0.rgb * (ramp * _RampStrength) * (atten * 2);
- c.a = 0;
- return c;
- }
- sampler2D _MainTex;
- float4 _Color;
- sampler2D _BumpMap;
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- float2 uv_BumpMap;
- };
- void surf(Input IN, inout SurfaceOutput o) {
- half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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