1 Shader "Toon/Lit" {
2     Properties {
3         _Color (
"Main Color", Color) = (0.5,0.5,0.5,1)
4         _MainTex (
"Base (RGB)", 2D) = "white" {}
5         _Ramp (
"Toon Ramp (RGB)", 2D) = "gray" {}
6     }
7
8     SubShader {
9         Tags {
"RenderType"="Opaque" }
10         LOD
200
11         
12 CGPROGRAM
13 #pragma surface surf ToonRamp
14
15 sampler2D _Ramp;

16
17 // custom lighting function that uses a texture ramp based
18 //
on angle between light direction and normal
19 #pragma lighting ToonRamp exclude_path:prepass
20 inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
21 {
22     #ifndef USING_DIRECTIONAL_LIGHT
23     lightDir = normalize(lightDir);
24     #endif
25     
26     half d = dot (s.Normal, lightDir)*
0.5 + 0.5;
27     half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
28     
29     half4 c;
30     c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten *
2);
31     c.a =
0;
32     
return c;
33 }
34
35
36 sampler2D _MainTex;
37 float4 _Color;

38
39 struct
Input {
40     float2 uv_MainTex : TEXCOORD0;
41 };

42
43 void
surf (Input IN, inout SurfaceOutput o) {
44     half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
45     o.Albedo = c.rgb;
46     o.Alpha = c.a;
47 }
48 ENDCG
49
50     }
51
52     Fallback
"Diffuse"
53 }


Gõ tìm kiếm nhanh...