TheKingsRace/Assets/Materials/CellShader.shader
wheatv3015 d82dd4514b Create CellShader.shader
-Added in Cell Shader
2021-09-29 11:51:28 -05:00

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Shader "Unlit/CellShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Brightness("Brightness", Range(0,1)) = 0.3
_Strength("Strength", Range(0,1)) = 0.5
_Color("Color", COLOR) = (1,1,1,1)
_Detail("Detail", Range(0,1)) = 0.3
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
half3 worldNormal : NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Brightness;
float _Strength;
float4 _Color;
float _Detail;
float Toon(float3 normal, float3 lightDir)
{
float NdotL = max(0.0, dot(normalize(normal), normalize(lightDir)));
return floor(NdotL/_Detail);
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col *= Toon(i.worldNormal, _WorldSpaceLightPos0.xyz)*_Strength*_Color + _Brightness;
return col;
}
ENDCG
}
}
}