Unity Shader 非真实感渲染 卡通风格

Shader "MyShader/ToonShading"
{
    Properties{
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex("Main Tex", 2D) = "white" {}
        _Ramp("Ramp Texture", 2D) = "white" {}
        _Outline("Outline", Range(0, 1)) = 0.1
        _OutlineColor("Outline Color", Color) = (0, 0, 0, 1)
        _Specular("Specular", Color) = (1, 1, 1, 1)
        _SpecularScale("Specular Scale", Range(0, 0.1)) = 0.01
    }
        SubShader{
            Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}

            Pass {
                NAME "OUTLINE"

                Cull Front

                CGPROGRAM

                #pragma vertex vert
                #pragma fragment frag

                #include "UnityCG.cginc"

                float _Outline;
                fixed4 _OutlineColor;

                struct a2v {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                };

                struct v2f {
                    float4 pos : SV_POSITION;
                };

                v2f vert(a2v v) {
                    v2f o;

                    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.pos = mul(UNITY_MATRIX_P, pos);

                    return o;
                }

                float4 frag(v2f i) : SV_Target {
                    return float4(_OutlineColor.rgb, 1);
                }

                ENDCG
            }

            Pass {
                Tags { "LightMode" = "ForwardBase" }

                Cull Back

                CGPROGRAM

                #pragma vertex vert
                #pragma fragment frag

                #pragma multi_compile_fwdbase

                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
                #include "UnityShaderVariables.cginc"

                fixed4 _Color;
                sampler2D _MainTex;
                float4 _MainTex_ST;
                sampler2D _Ramp;
                fixed4 _Specular;
                fixed _SpecularScale;

                struct a2v {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 texcoord : TEXCOORD0;
                    float4 tangent : TANGENT;
                };

                struct v2f {
                    float4 pos : POSITION;
                    float2 uv : TEXCOORD0;
                    float3 worldNormal : TEXCOORD1;
                    float3 worldPos : TEXCOORD2;
                    SHADOW_COORDS(3)
                };

                v2f vert(a2v v) {
                    v2f o;

                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                    o.worldNormal = UnityObjectToWorldNormal(v.normal);
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                    TRANSFER_SHADOW(o);

                    return o;
                }

                float4 frag(v2f i) : SV_Target {
                    fixed3 worldNormal = normalize(i.worldNormal);
                    fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                    fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);

                    fixed4 c = tex2D(_MainTex, i.uv);
                    fixed3 albedo = c.rgb * _Color.rgb;

                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                    UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

                    fixed diff = dot(worldNormal, worldLightDir);
                    diff = (diff * 0.5 + 0.5) * atten;

                    fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb;

                    fixed spec = dot(worldNormal, worldHalfDir);
                    fixed w = fwidth(spec) * 2.0;
                    fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale);

                    return fixed4(ambient + diffuse + specular, 1.0);
                }

                ENDCG
            }
        }
            FallBack "Diffuse"
}

参考 我买的 unity shader 入门精要

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