Shader "PengLu/Toon/ToonOnePassVF" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OutlineColor("OutlineColor",Color) = (0,1,1,1)
_RimPower ("Rim Power", Range(0.1,8.0)) = 2
_ToonEffect("Toon Effect",range(0,1))=0.5
_Steps("Steps of toon",range(0,9))=3
}
SubShader {
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
LOD 200
Pass
{
Tags{"LightMode"="ForwardBase"}
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _OutlineColor;
float _RimPower;
float4 _LightColor0;
float _Steps;
float _ToonEffect;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float3 lightDir:TEXCOORD0;
float3 viewDir:TEXCOORD1;
float3 normal:TEXCOORD2;
float2 texcoord:TEXCOORD3;
float4 color:COLOR;
} ;
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.normal=v.normal;
o.lightDir=normalize(ObjSpaceLightDir(v.vertex));
o.viewDir=normalize(ObjSpaceViewDir(v.vertex));
float rim = 1 - saturate(dot(o.viewDir,v.normal ));
o.color = pow(rim,_RimPower);
return o;
}
float4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
// i.color=smoothstep(0,1,i.color*2);
i.color=floor(i.color*2);
col=lerp(col,i.color*_OutlineColor,i.color);
float3 N=normalize(i.normal);
float diff=max(0,dot(N,i.lightDir));
diff=(diff+1)/2;
diff=smoothstep(0,1,diff);
float toon=floor(diff*_Steps)/_Steps;
diff=lerp(diff,toon,_ToonEffect);
col*=_LightColor0*(diff);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OutlineColor("OutlineColor",Color) = (0,1,1,1)
_RimPower ("Rim Power", Range(0.1,8.0)) = 2
_ToonEffect("Toon Effect",range(0,1))=0.5
_Steps("Steps of toon",range(0,9))=3
}
SubShader {
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
LOD 200
Pass
{
Tags{"LightMode"="ForwardBase"}
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _OutlineColor;
float _RimPower;
float4 _LightColor0;
float _Steps;
float _ToonEffect;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float3 lightDir:TEXCOORD0;
float3 viewDir:TEXCOORD1;
float3 normal:TEXCOORD2;
float2 texcoord:TEXCOORD3;
float4 color:COLOR;
} ;
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.normal=v.normal;
o.lightDir=normalize(ObjSpaceLightDir(v.vertex));
o.viewDir=normalize(ObjSpaceViewDir(v.vertex));
float rim = 1 - saturate(dot(o.viewDir,v.normal ));
o.color = pow(rim,_RimPower);
return o;
}
float4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
// i.color=smoothstep(0,1,i.color*2);
i.color=floor(i.color*2);
col=lerp(col,i.color*_OutlineColor,i.color);
float3 N=normalize(i.normal);
float diff=max(0,dot(N,i.lightDir));
diff=(diff+1)/2;
diff=smoothstep(0,1,diff);
float toon=floor(diff*_Steps)/_Steps;
diff=lerp(diff,toon,_ToonEffect);
col*=_LightColor0*(diff);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}