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@HAliss
Created February 24, 2025 09:19
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Shader "Custom/PainterlyLighting"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
[HDR]_SpecularColor("Specular color", Color) = (1, 1, 1, 1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
[Normal]_Normal("Normal", 2D) = "bump" {}
_NormalStrength("Normal strength", Range(-2, 2)) = 1
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ShadingGradient("Shading gradient", 2D) = "white" {}
_PainterlyGuide("Painterly guide", 2D) = "white" {}
_PainterlySmoothness("Painterly smoothness", Range(0, 1)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Painterly fullforwardshadows
#include "UnityPBSLighting.cginc"
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D _PainterlyGuide;
sampler2D _Normal;
float _PainterlySmoothness;
sampler2D _ShadingGradient;
float4 _SpecularColor;
float _NormalStrength;
struct SurfaceOutputPainterly
{
fixed3 Albedo;
fixed3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half PainterlyGuide;
fixed Alpha;
};
fixed4 LightingPainterly(SurfaceOutputPainterly s, half3 lightDir, half3 viewDir, half atten) {
half nDotL = saturate(dot(s.Normal, normalize(lightDir)) + 0.2);
half diff = smoothstep(s.PainterlyGuide - _PainterlySmoothness, s.PainterlyGuide + _PainterlySmoothness, nDotL);
float3 refl = reflect(normalize(lightDir), s.Normal);
float vDotRefl = dot(viewDir, -refl);
float specularThreshold = s.PainterlyGuide + s.Smoothness;
float3 specular = _SpecularColor * _LightColor0 * smoothstep(specularThreshold - _PainterlySmoothness, specularThreshold + _PainterlySmoothness, vDotRefl) * s.Smoothness;
atten = smoothstep(s.PainterlyGuide - _PainterlySmoothness, s.PainterlyGuide + _PainterlySmoothness, atten);
float3 col = (s.Albedo * tex2D(_ShadingGradient, diff).xyz * _LightColor0 + specular) * atten;
return float4(col, 1);
}
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputPainterly o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal = UnpackNormalWithScale(tex2D(_Normal, IN.uv_MainTex), _NormalStrength);
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.PainterlyGuide = tex2D(_PainterlyGuide, IN.uv_MainTex);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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