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- Shader "Toon/Lit Test" {
- Properties {
- _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
- _ToonTint("Toon Ramp Tint", Color) = (0.5,0.5,0.5,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _ToonOffset("Toon Offset", Range(0,1)) = 0.5
- _ToonBlur("Toon Blur", Range(0,0.5)) = 0.05
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- #pragma surface surf ToonRamp
- // custom lighting function that uses a texture ramp based
- // on angle between light direction and normal
- #pragma lighting ToonRamp exclude_path:prepass
- float4 _ToonTint;
- float _ToonOffset, _ToonBlur;
- inline half4 LightingToonRamp(SurfaceOutput s, half3 lightDir, half atten)
- {
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
- float d = dot(s.Normal, lightDir) ;
- float3 ramp = smoothstep(_ToonOffset, _ToonOffset + _ToonBlur, d )+ _ToonTint;
- half4 c;
- c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
- c.a = 0;
- return c;
- }
- sampler2D _MainTex;
- float4 _Color;
- struct Input {
- float2 uv_MainTex : TEXCOORD0;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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