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Cel.shader

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Oct 12th, 2015
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  1. Shader "TKZZ/Cel"
  2. {
  3. Properties
  4. {
  5. _Diffuse("Diffuse", Color) = (0.8, 0.8, 0.8, 1.0)
  6. _DiffuseTexture("Diffuse Texture", 2D) = "white" {}
  7.  
  8. _Shadow("Shadow", Color) = (0.0, 0.0, 0.0, 1.0)
  9. _ShadowBlur("Shadow Blur", float) = 0.0
  10. _ShadowAngle("Shadow Threshold", float) = 90.0
  11.  
  12. _SpecularStrength("Specular Strength", float) = 0.0
  13. _SpecularAngle("Specular Angle", float) = 90.0
  14. _SpecularBlur("Specular Blur", float) = 15.0
  15.  
  16. _StrokeColor("StrokeColor", Color) = (0.5, 0.5, 0.5, 1.0)
  17. _StrokeWidth("StrokeWidth", float) = 1
  18.  
  19. _SSSColor("SSS Color", Color) = (0.8, 0.8, 0.8, 1.0)
  20. _SSSStrength("SSS Strength", float) = 0.0
  21. }
  22.  
  23. SubShader
  24. {
  25. /*Pass
  26. {
  27. Tags{"RenderType" = "Opaque" }
  28. LOD 200
  29. Cull Front
  30.  
  31. CGPROGRAM
  32. #pragma target 3.0
  33. #pragma vertex vert
  34. #pragma fragment frag
  35. #include "CelEdge.cginc"
  36. ENDCG
  37. }*/
  38.  
  39. Pass
  40. {
  41. Tags{"RenderType" = "Opaque" }
  42. LOD 200
  43. Cull Off
  44.  
  45. CGPROGRAM
  46. #pragma target 3.0
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #include "Cel.cginc"
  50. ENDCG
  51. }
  52. }
  53.  
  54. Fallback Off
  55. }
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