CG/Unity
[CG/Unity] Toon Shader
scii
2022. 2. 1. 18:25
Shader "Custom/NewSurfaceShader"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("NormalMap", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Toon Lambert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Albedo = c.rgb;
o.Alpha = c.a;
}
float4 LightingToon(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten){
float ndotl = dot(s.Normal, lightDir) * 0.5 + 0.5;
if(ndotl > 0.7){
ndotl = 1;
}
else{
ndotl = 0.3;
}
float rim = abs(dot(s.Normal, viewDir));
if(rim > 0.5){
rim = 1;
}
else{
rim = -1;
}
float4 final;
final.rgb = s.Albedo * ndotl * _LightColor0.rgb * rim;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}