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- // Plasticky Unity3D shader
- // Based on built-in Toon/Lighted
- Shader "Custom/ToonyPolymer" {
- Properties {
- _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
- _Shininess ("Shininess", Range (0.1, 1)) = 0.7
- _Intensity ("Intensity", Range (0.1, 5.0)) = 1.0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- 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, fixed3 halfDir, 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;
- fixed nh = max (0, dot (s.Normal, halfDir));
- fixed spec = pow (d, s.Specular*128) * s.Gloss;
- fixed diff = nh;
- half4 c;
- float modifier = d;
- if (modifier > 0.2)
- modifier += (modifier-0.1)/4.0;
- c.rgb = (s.Albedo * _LightColor0.rgb * ramp + _LightColor0.rgb * spec) * (atten*2*modifier);
- c.a = 0;
- return c;
- }
- sampler2D _MainTex;
- float4 _Color;
- half _Shininess;
- float _Intensity;
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color * _Intensity;
- o.Albedo = c.rgb;
- o.Alpha = tex.a;
- o.Gloss = _Shininess;
- o.Specular = _Shininess;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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