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- Shader "2DToon"
- {
- Properties
- {
- [TCP2HeaderHelp(BASE, Base Properties)]
- //TOONY COLORS
- _Color ("Color", Color) = (1,1,1,1)
- _HColor ("Highlight Color", Color) = (0.785,0.785,0.785,1.0)
- _SColor ("Shadow Color", Color) = (0.195,0.195,0.195,1.0)
- //DIFFUSE
- _MainTex ("Main Texture", 2D) = "white" {}
- [TCP2Separator]
- //TOONY COLORS RAMP
- [TCP2Header(RAMP SETTINGS)]
- _RampThreshold ("Ramp Threshold", Range(0,1)) = 0.5
- _RampSmooth ("Ramp Smoothing", Range(0.001,1)) = 0.1
- [TCP2Separator]
- [TCP2HeaderHelp(NORMAL MAPPING, Normal Bump Map)]
- //BUMP
- _BumpMap ("Normal map (RGB)", 2D) = "bump" {}
- [TCP2Separator]
- [TCP2HeaderHelp(TRANSPARENCY)]
- //Alpha Testing
- _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- [TCP2Separator]
- //Avoid compile error if the properties are ending with a drawer
- [HideInInspector] __dummy__ ("unused", Float) = 0
- }
- SubShader
- {
- Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
- Cull Off
- CGPROGRAM
- #pragma surface surf ToonyColorsCustom exclude_path:deferred exclude_path:prepass
- #pragma target 3.0
- //================================================================
- // VARIABLES
- fixed4 _Color;
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed _Cutoff;
- struct Input
- {
- half2 uv_MainTex;
- half2 uv_BumpMap;
- };
- //================================================================
- // CUSTOM LIGHTING
- //Lighting-related variables
- fixed4 _HColor;
- fixed4 _SColor;
- half _RampThreshold;
- half _RampSmooth;
- // 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_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- //Custom SurfaceOutput
- struct SurfaceOutputCustom
- {
- half atten;
- fixed3 Albedo;
- fixed3 Normal;
- fixed3 Emission;
- half Specular;
- fixed Gloss;
- fixed Alpha;
- };
- inline half4 LightingToonyColorsCustom (inout SurfaceOutputCustom s, half3 viewDir, UnityGI gi)
- {
- #define IN_NORMAL s.Normal
- half3 lightDir = gi.light.dir;
- #if defined(UNITY_PASS_FORWARDBASE)
- half3 lightColor = _LightColor0.rgb;
- half atten = s.atten;
- #else
- half3 lightColor = gi.light.color.rgb;
- half atten = 1;
- #endif
- IN_NORMAL = normalize(IN_NORMAL);
- fixed ndl = max(0, dot(IN_NORMAL, lightDir));
- #define NDL ndl
- #define RAMP_THRESHOLD _RampThreshold
- #define RAMP_SMOOTH _RampSmooth
- fixed3 ramp = smoothstep(RAMP_THRESHOLD - RAMP_SMOOTH*0.5, RAMP_THRESHOLD + RAMP_SMOOTH*0.5, NDL);
- #if !(POINT) && !(SPOT)
- ramp *= atten;
- #endif
- #if !defined(UNITY_PASS_FORWARDBASE)
- _SColor = fixed4(0,0,0,1);
- #endif
- _SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
- ramp = lerp(_SColor.rgb, _HColor.rgb, ramp);
- fixed4 c;
- c.rgb = s.Albedo * lightColor.rgb * ramp;
- c.a = s.Alpha;
- #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
- c.rgb += s.Albedo * gi.indirect.diffuse;
- #endif
- return c;
- }
- void LightingToonyColorsCustom_GI(inout SurfaceOutputCustom s, UnityGIInput data, inout UnityGI gi)
- {
- gi = UnityGlobalIllumination(data, 1.0, IN_NORMAL);
- s.atten = data.atten; //transfer attenuation to lighting function
- gi.light.color = _LightColor0.rgb; //remove attenuation
- }
- //================================================================
- // SURFACE FUNCTION
- void surf(Input IN, inout SurfaceOutputCustom o)
- {
- fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = mainTex.rgb * _Color.rgb;
- o.Alpha = mainTex.a * _Color.a;
- //Cutout (Alpha Testing)
- clip (o.Alpha - _Cutoff);
- //Normal map
- half4 normalMap = tex2D(_BumpMap, IN.uv_BumpMap.xy);
- o.Normal = UnpackNormal(normalMap);
- }
- ENDCG
- }
- Fallback "Diffuse"
- CustomEditor "TCP2_MaterialInspector_SG"
- }
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