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cartoon2.shader
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Shader "LX/cartoon2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RampTex ("Texture", 2D) = "white" {}
_RampColor("RampColor",color)=(0.6,0.6,0.6,1)
_OutLine ("OutLine",float)=1
_OutLineColor("OutLineColor",color)=(0,0,0,0)
_SpecularThreshold("SpecularThreshold",float)=0.5
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
NAME "OUTLINE"
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float _OutLine;
fixed4 _OutLineColor;
v2f vert(appdata v)
{
v2f o;
//shader入门精要上的做法
// float4 pos=mul(UNITY_MATRIX_MV,v.vertex);
// float3 normal=mul((float3x3)UNITY_MATRIX_IT_MV,v.normal);
// normal.z=0.5;
// pos=pos+float4(normalize(normal),0)*_OutLine;
// o.vertex=mul(UNITY_MATRIX_P,pos);
float3 pos = v.vertex + v.normal * _OutLine;
o.vertex = UnityObjectToClipPos(pos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(_OutLineColor);
}
ENDCG
}
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 objectVertex:TEXCOORD2;
float3 worldLightDir:TEXCOORD3;
float3 worldNormal:TEXCOORD4;
float3 worldPos:TEXCOORD5;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _RampTex;
float4 _RampColor;
float _SpecularThreshold;
v2f vert(appdata v)
{
v2f o;
o.objectVertex = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex + normalize(v.normal) * 0);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
o.worldLightDir = normalize(UnityWorldSpaceLightDir(mul(unity_ObjectToWorld, v.vertex)));
o.worldNormal = normalize(UnityObjectToWorldNormal(v.normal));
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvMain);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 worldLightDir = i.worldLightDir;
fixed3 worldNormal = i.worldNormal;
fixed value = dot(worldNormal, worldLightDir) / 2 + 0.5;
float3 diffuse = tex2D(_RampTex,fixed2(value, value)) * col * _RampColor;
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 specluar = pow(max(0, dot(viewDir, reflectDir)), 8) * col;
specluar = step(_SpecularThreshold, specluar);
return fixed4(diffuse + specluar, 1);
}
ENDCG
}
}
Fallback "Diffuse"
}