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December 30, 2015 00:41
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// Toony Colors Pro+Mobile 2 | |
// (c) 2014,2015 Jean Moreno | |
Shader "Toony Colors Pro 2/LDK/Basic" | |
{ | |
Properties | |
{ | |
//TOONY COLORS | |
_Color ("Color", Color) = (0.5,0.5,0.5,1.0) | |
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0) | |
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0) | |
//DIFFUSE | |
_MainTex ("Main Texture (RGB)", 2D) = "white" {} | |
//TOONY COLORS RAMP | |
_RampThreshold ("#RAMPF# Ramp Threshold", Range(0,1)) = 0.5 | |
_RampSmooth ("#RAMPF# Ramp Smoothing", Range(0.001,1)) = 0.1 | |
//BUMP | |
_BumpMap ("#NORM# Normal map (RGB)", 2D) = "bump" {} | |
//SPECULAR | |
_SpecColor ("#SPEC# Specular Color", Color) = (0.5, 0.5, 0.5, 1) | |
_Shininess ("#SPEC# Shininess", Range(0.0,2)) = 0.1 | |
//RIM LIGHT | |
_RimColor ("#RIM# Rim Color", Color) = (0.8,0.8,0.8,0.6) | |
_RimMin ("#RIM# Rim Min", Range(0,1)) = 0.5 | |
_RimMax ("#RIM# Rim Max", Range(0,1)) = 1.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Cull Off | |
CGPROGRAM | |
#pragma surface surf ToonyColorsCustom | |
#pragma target 3.0 | |
#pragma glsl | |
//================================================================ | |
// VARIABLES | |
fixed4 _Color; | |
sampler2D _MainTex; | |
sampler2D _BumpMap; | |
fixed _Shininess; | |
fixed4 _RimColor; | |
fixed _RimMin; | |
fixed _RimMax; | |
float4 _RimDir; | |
struct Input | |
{ | |
half2 uv_MainTex; | |
half2 uv_BumpMap; | |
float3 viewDir; | |
}; | |
//================================================================ | |
// CUSTOM LIGHTING | |
//Lighting-related variables | |
fixed4 _HColor; | |
fixed4 _SColor; | |
float _RampThreshold; | |
float _RampSmooth; | |
//Custom SurfaceOutput | |
struct SurfaceOutputCustom | |
{ | |
fixed3 Albedo; | |
fixed3 Normal; | |
fixed3 Emission; | |
half Specular; | |
fixed Gloss; | |
fixed Alpha; | |
}; | |
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten) | |
{ | |
s.Normal = normalize(s.Normal); | |
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5); | |
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, ndl); | |
#if !(POINT) && !(SPOT) | |
ramp *= atten; | |
#endif | |
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha | |
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); | |
//Specular | |
half3 h = normalize(lightDir + viewDir); | |
float ndh = max(0, dot (s.Normal, h)); | |
float spec = pow(ndh, s.Specular*128.0) * s.Gloss * 2.0; | |
spec *= atten; | |
fixed4 c; | |
c.rgb = s.Albedo * _LightColor0.rgb * ramp; | |
#if (POINT || SPOT) | |
c.rgb *= atten; | |
#endif | |
c.rgb *= 2; | |
c.rgb += _LightColor0.rgb * _SpecColor.rgb * spec; | |
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec; | |
return c; | |
} | |
inline half4 LightingToonyColorsCustom_SingleLightmap (SurfaceOutputCustom s, fixed4 color) | |
{ | |
half3 lm = DecodeLightmap (color); | |
float lum = Luminance(lm); | |
#if TCP2_RAMPTEXT | |
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); | |
#else | |
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); | |
#endif | |
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha | |
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); | |
lm *= ramp * 2; | |
return fixed4(lm, 0); | |
} | |
inline fixed4 LightingToonyColorsCustom_DualLightmap (SurfaceOutputCustom s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade) | |
{ | |
half3 lm = lerp (DecodeLightmap (indirectOnlyColor), DecodeLightmap (totalColor), indirectFade); | |
float lum = Luminance(lm); | |
#if TCP2_RAMPTEXT | |
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); | |
#else | |
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); | |
#endif | |
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha | |
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); | |
lm *= ramp * 2; | |
return fixed4(lm, 0); | |
} | |
inline fixed4 LightingToonyColorsCustom_DirLightmap (SurfaceOutputCustom s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor) | |
{ | |
UNITY_DIRBASIS | |
half3 scalePerBasisVector; | |
half3 lm = DirLightmapDiffuse (unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector); | |
half3 lightDir = normalize (scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]); | |
half3 h = normalize (lightDir + viewDir); | |
float nh = max (0, dot (s.Normal, h)); | |
float spec = pow (nh, s.Specular * 128.0); | |
// specColor used outside in the forward path, compiled out in prepass | |
specColor = lm * _SpecColor.rgb * s.Gloss * spec; | |
float lum = Luminance(lm); | |
#if TCP2_RAMPTEXT | |
fixed3 ramp = tex2D(_Ramp, fixed2(lum,lum)); | |
#else | |
fixed3 ramp = smoothstep(_RampThreshold-_RampSmooth*0.5, _RampThreshold+_RampSmooth*0.5, lum); | |
#endif | |
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha | |
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp); | |
lm *= ramp * 2; | |
return half4(lm, spec); | |
} | |
//================================================================ | |
// SURFACE FUNCTION | |
void surf (Input IN, inout SurfaceOutputCustom o) | |
{ | |
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex); | |
o.Albedo = mainTex.rgb * _Color.rgb; | |
o.Alpha = mainTex.a * _Color.a; | |
//Specular | |
o.Gloss = 1; | |
o.Specular = _Shininess; | |
//Normal map | |
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); | |
//Rim | |
float3 viewDir = normalize(IN.viewDir); | |
half rim = 1.0f - saturate( dot(viewDir, o.Normal) ); | |
rim = smoothstep(_RimMin, _RimMax, rim); | |
o.Emission += (_RimColor.rgb * rim) * _RimColor.a; | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
CustomEditor "TCP2_MaterialInspector" | |
} |
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