Shader "Toon/Lighted" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf ToonRamp sampler2D _Ramp; // custom lighting function that uses a texture ramp based // on angle between light direction and normal #pragma lighting ToonRamp exclude_path:prepass inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize(lightDir); #endif half d = dot (s.Normal, lightDir)*0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); c.a = 0; return c; } sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex : TEXCOORD0; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Diffuse" }