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dnnkeeper

TGP_Outline_BumpSpec_OneLight.shader +deferred

Oct 20th, 2014
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  1. // Toony Colors Pro+Mobile Shaders
  2. // (c) 2013,2014 Jean Moreno
  3.  
  4. Shader "Toony Colors Pro/Outline/OneDirLight/Bumped Specular"
  5. {
  6.     Properties
  7.     {
  8.         _MainTex ("Base (RGB) Gloss (A) ", 2D) = "white" {}
  9.         _BumpMap ("Normal map (RGB)", 2D) = "white" {}
  10.         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
  11.        
  12.         //SPECULAR
  13.         _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  14.         _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
  15.        
  16.         //COLORS
  17.         _Color ("Highlight Color", Color) = (0.8,0.8,0.8,1)
  18.         _SColor ("Shadow Color", Color) = (0.0,0.0,0.0,1)
  19.        
  20.         //OUTLINE
  21.         _Outline ("Outline Width", Range(0,0.05)) = 0.005
  22.         _OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1)
  23.     }
  24.    
  25.     SubShader
  26.     {
  27.         Tags { "RenderType"="Opaque" }
  28.         LOD 200
  29.        
  30.         CGPROGRAM
  31.        
  32.         #include "TGP_Include.cginc"
  33.        
  34.         //nolightmap nodirlightmap      LIGHTMAP
  35.         //approxview halfasview         SPECULAR/VIEW DIR
  36.         //noforwardadd                  ONLY 1 DIR LIGHT (OTHER LIGHTS AS VERTEX-LIT)
  37.         #pragma surface surf ToonyColorsDeferred approxview halfasview  
  38.         //ToonyColorsSpec BlinnPhong
  39.         //noforwardadd nolightmap nodirlightmap
  40.        
  41.         sampler2D _MainTex;
  42.         sampler2D _BumpMap;
  43.         fixed _Shininess;
  44.        
  45.         struct Input
  46.         {
  47.             half2 uv_MainTex : TEXCOORD0;
  48.             half2 uv_BumpMap : TEXCOORD1;
  49.         };
  50.        
  51.         void surf (Input IN, inout SurfaceOutput o)
  52.         {
  53.             half4 c = tex2D(_MainTex, IN.uv_MainTex);
  54.            
  55.             o.Albedo = c.rgb;
  56.             //Specular
  57.             o.Gloss = c.a;
  58.             o.Specular = _Shininess;
  59.             //Normal map
  60.             o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
  61.            
  62.             o.Alpha = c.a;
  63.         }
  64.         ENDCG
  65.         UsePass "Hidden/ToonyColors-Outline/OUTLINE"
  66.     }
  67.    
  68.     Fallback "Toony Colors Pro/Outline/OneDirLight/Bumped"
  69. }
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