原文地址:https://blog.csdn.net/weixin_42825810/article/details/102750390
本人翻译修改过的代码:
Shader "Unlit/ToonLearn"
{
Properties
{
_MainTex ("我是贴图鸭", 2D) = "white" {}
_RampThreshold("斜面值鸭",Range(0,1))=0.5
_RampSmooth("平滑度鸭",Range(0,1))=0.1
_Color("我是颜色鸭",Color)=(1,1,1,1)
_HColor ("Highlight Color鸭", Color) = (0.8, 0.8, 0.8, 1.0)
_SColor ("阴影颜色鸭", Color) = (0.2, 0.2, 0.2, 1.0)
_SpecularColor ("高光颜色鸭", Color) = (0.5, 0.5, 0.5, 1)
_SpecThreshold ("高光大小鸭", Range(0, 1)) = 0.5
_SpecSmooth ("高光平滑度鸭", Range(0, 1)) = 0.1
_Shininess ("高光亮度鸭", Range(0.001, 10)) = 0.2
_RimColor ("边缘光颜色鸭", Color) = (0.8, 0.8, 0.8, 0.6)
_RimThreshold ("边缘光强度鸭", Range(0, 1)) = 0.5
_RimSmooth ("边缘光滑度鸭", Range(0, 1)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal:TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float4 _SColor;
float4 _HColor;
float _RampThreshold;
float _RampSmooth;
float4 _SpecularColor;
float _SpecThreshold;
float _SpecSmooth;
float _Shininess;
float4 _RimColor;
fl