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- Shader "Toon/Self-Illumin Lighted" {
- Properties {
- _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
- _ColorE ("Main Emision", Color) = (0.5,0.5,0.5,1)
- _OutlineColor ("Outline Color", Color) = (0,0,0,1)
- _Outline ("Outline width", Range (.002, 0.03)) = .005
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
- _Illum ("Illumin (A)", 2D) = "white" {}
- _EmissionLM ("Emission (Lightmapper)", Float) = 0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- UsePass "Toon/Basic Outline/OUTLINE"
- LOD 200
- CGPROGRAM
- #pragma surface surf ToonRamp
- sampler2D _Ramp;
- // 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)*0.5 + 0.5;
- half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
- half4 c;
- c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
- c.a = 1;
- return c;
- }
- sampler2D _MainTex;
- sampler2D _Illum;
- float4 _Color;
- float4 _ColorE;
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- float2 uv_Illum;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half4 c = tex * _Color;
- half4 e = tex * _ColorE;
- o.Albedo = c.rgb;
- o.Emission = e.rgb * tex2D(_Illum, IN.uv_Illum).rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- Fallback "Self-Illumin/VertexLit"
- }
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