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141 行
4.3 KiB
141 行
4.3 KiB
Shader "Roystan/Toon Complete"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Main Texture", 2D) = "white" {}
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// Ambient light is applied uniformly to all surfaces on the object.
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[HDR]
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_AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1)
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[HDR]
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_SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1)
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// Controls the size of the specular reflection.
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_Glossiness("Glossiness", Float) = 32
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[HDR]
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_RimColor("Rim Color", Color) = (1,1,1,1)
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_RimAmount("Rim Amount", Range(0, 1)) = 0.716
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// Control how smoothly the rim blends when approaching unlit
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// parts of the surface.
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_RimThreshold("Rim Threshold", Range(0, 1)) = 0.1
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}
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SubShader
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{
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Pass
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{
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// Setup our pass to use Forward rendering, and only receive
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// data on the main directional light and ambient light.
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Tags
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{
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"LightMode" = "ForwardBase"
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"PassFlags" = "OnlyDirectional"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// Compile multiple versions of this shader depending on lighting settings.
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#pragma multi_compile_fwdbase
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#include "UnityCG.cginc"
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// Files below include macros and functions to assist
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// with lighting and shadows.
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 worldNormal : NORMAL;
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float2 uv : TEXCOORD0;
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float3 viewDir : TEXCOORD1;
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// Macro found in Autolight.cginc. Declares a vector4
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// into the TEXCOORD2 semantic with varying precision
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// depending on platform target.
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SHADOW_COORDS(2)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.viewDir = WorldSpaceViewDir(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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// Defined in Autolight.cginc. Assigns the above shadow coordinate
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// by transforming the vertex from world space to shadow-map space.
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TRANSFER_SHADOW(o)
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return o;
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}
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float4 _Color;
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float4 _AmbientColor;
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float4 _SpecularColor;
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float _Glossiness;
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float4 _RimColor;
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float _RimAmount;
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float _RimThreshold;
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float4 frag (v2f i) : SV_Target
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{
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float3 normal = normalize(i.worldNormal);
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float3 viewDir = normalize(i.viewDir);
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// Lighting below is calculated using Blinn-Phong,
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// with values thresholded to creat the "toon" look.
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// https://en.wikipedia.org/wiki/Blinn-Phong_shading_model
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// Calculate illumination from directional light.
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// _WorldSpaceLightPos0 is a vector pointing the OPPOSITE
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// direction of the main directional light.
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float NdotL = dot(_WorldSpaceLightPos0, normal);
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// Samples the shadow map, returning a value in the 0...1 range,
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// where 0 is in the shadow, and 1 is not.
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float shadow = SHADOW_ATTENUATION(i);
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// Partition the intensity into light and dark, smoothly interpolated
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// between the two to avoid a jagged break.
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float lightIntensity = smoothstep(0, 0.01, NdotL * shadow);
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// Multiply by the main directional light's intensity and color.
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float4 light = lightIntensity * _LightColor0;
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// Calculate specular reflection.
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float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir);
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float NdotH = dot(normal, halfVector);
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// Multiply _Glossiness by itself to allow artist to use smaller
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// glossiness values in the inspector.
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float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness);
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float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);
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float4 specular = specularIntensitySmooth * _SpecularColor;
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// Calculate rim lighting.
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float rimDot = 1 - dot(viewDir, normal);
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// We only want rim to appear on the lit side of the surface,
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// so multiply it by NdotL, raised to a power to smoothly blend it.
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float rimIntensity = rimDot * pow(NdotL, _RimThreshold);
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rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
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float4 rim = rimIntensity * _RimColor;
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float4 sample = tex2D(_MainTex, i.uv);
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return (light + _AmbientColor + specular + rim) * _Color * sample;
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}
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ENDCG
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}
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// Shadow casting support.
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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