Created
May 11, 2017 13:48
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ToonシェーダーでPhong Tessellation
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Shader "Onoty3D/Toon/Phong Tessellation/Lit" { | |
Properties { | |
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK | |
_EdgeLength("Edge length", Range(2,50)) = 5 | |
_Phong("Phong Strengh", Range(0,1)) = 0.5 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Cull[_CullMode] | |
CGPROGRAM | |
#pragma surface surf ToonRamp vertex:dispNone tessellate:tessEdge tessphong:_Phong | |
#include "Tessellation.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float4 tangent : TANGENT; | |
float3 normal : NORMAL; | |
float2 texcoord : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
}; | |
void dispNone(inout appdata v) { } | |
float _Phong; | |
float _EdgeLength; | |
float4 tessEdge(appdata v0, appdata v1, appdata v2) | |
{ | |
return UnityEdgeLengthBasedTess(v0.vertex, v1.vertex, v2.vertex, _EdgeLength); | |
} | |
sampler2D _Ramp; | |
// custom lighting function that uses a texture ramp based | |
// on angle between light direction and normal | |
#pragma lighting ToonRamp exclude_path:prepass | |
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) | |
{ | |
#ifndef USING_DIRECTIONAL_LIGHT | |
lightDir = normalize(lightDir); | |
#endif | |
half d = dot (s.Normal, lightDir) * 0.5 + 0.5; | |
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; | |
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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Shader "Onoty3D/Toon/Phong Tessellation/Lit Outline" { | |
Properties { | |
_Color ("Main Color", Color) = (0.5,0.5,0.5,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} | |
[Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK | |
_EdgeLength("Edge length", Range(2,50)) = 5 | |
_Phong("Phong Strengh", Range(0,1)) = 0.5 | |
_OutlineColor("Outline Color", Color) = (0,0,0,1) | |
_Outline("Outline width", Range(.0, 0.03)) = .005 | |
} | |
SubShader{ | |
UsePass "Onoty3D/Toon/Phong Tessellation/Lit/FORWARD" | |
//Tags{ "RenderType" = "Opaque" } | |
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } | |
CGINCLUDE | |
ENDCG | |
Cull Front | |
ZWrite On | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma surface surf NoLighting alpha vertex:vert tessellate:tessEdge tessphong:_Phong | |
#include "UnityCG.cginc" | |
#include "Tessellation.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float4 tangent : TANGENT; | |
float3 normal : NORMAL; | |
float2 texcoord : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
}; | |
struct Input { | |
float2 uv_MainTex : TEXCOORD0; | |
}; | |
sampler2D _MainTex; | |
uniform float _Outline; | |
uniform float4 _OutlineColor; | |
void vert(inout appdata v) { | |
v.vertex.xyz += v.normal * _Outline; | |
} | |
half4 LightingNoLighting(SurfaceOutput s, half3 lightDir, half atten) { | |
half4 c; | |
c.rgb = s.Albedo; | |
c.a = s.Alpha; | |
return c; | |
} | |
void surf(Input IN, inout SurfaceOutput o) { | |
o.Albedo = _OutlineColor; | |
o.Alpha = _OutlineColor.a; | |
} | |
float _Phong; | |
float _EdgeLength; | |
float4 tessEdge(appdata v0, appdata v1, appdata v2) | |
{ | |
return UnityEdgeLengthBasedTess(v0.vertex, v1.vertex, v2.vertex, _EdgeLength); | |
} | |
ENDCG | |
} | |
Fallback "Onoty3D/Toon/Phong Tessellation/Lit" | |
} |
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