comparison Orchestland/Assets/LeapMotion/Materials/Sources/Shaders/Toony-Lighted.shader @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
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0:347d21cdfc22 1:f7675884f2a1
1 Shader "Toon/Lighted" {
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 }