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- // Toony Colors Pro+Mobile Shaders
- // (c) 2013,2014 Jean Moreno
- Shader "Toony Colors Pro/Outline/OneDirLight/Bumped Specular"
- {
- Properties
- {
- _MainTex ("Base (RGB) Gloss (A) ", 2D) = "white" {}
- _BumpMap ("Normal map (RGB)", 2D) = "white" {}
- _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
- //SPECULAR
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- //COLORS
- _Color ("Highlight Color", Color) = (0.8,0.8,0.8,1)
- _SColor ("Shadow Color", Color) = (0.0,0.0,0.0,1)
- //OUTLINE
- _Outline ("Outline Width", Range(0,0.05)) = 0.005
- _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- #include "TGP_Include.cginc"
- //nolightmap nodirlightmap LIGHTMAP
- //approxview halfasview SPECULAR/VIEW DIR
- //noforwardadd ONLY 1 DIR LIGHT (OTHER LIGHTS AS VERTEX-LIT)
- #pragma surface surf ToonyColorsDeferred approxview halfasview
- //ToonyColorsSpec BlinnPhong
- //noforwardadd nolightmap nodirlightmap
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed _Shininess;
- struct Input
- {
- half2 uv_MainTex : TEXCOORD0;
- half2 uv_BumpMap : TEXCOORD1;
- };
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 c = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = c.rgb;
- //Specular
- o.Gloss = c.a;
- o.Specular = _Shininess;
- //Normal map
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- o.Alpha = c.a;
- }
- ENDCG
- UsePass "Hidden/ToonyColors-Outline/OUTLINE"
- }
- Fallback "Toony Colors Pro/Outline/OneDirLight/Bumped"
- }
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