Shader "Toon/ToonRamp" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _MainTex ("Base (RGB)", 2D) = "white" {} // _BumpMap ("Bumpmap", 2D) = "bump" {} _Ramp ("Toon Ramp (RGB)", 2D) = "white" {} _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range (0.1,10)) = 5.25 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 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 o, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize (lightDir); #endif half d = dot (o.Normal, lightDir) * 0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2 (d,0)).rgb; half4 c; c.rgb = o.Albedo * _LightColor0.rgb * ramp * atten * 2; c.a = 0; return c; } sampler2D _MainTex; // sampler2D _BumpMap; float4 _Color; float4 _RimColor; float _RimPower; struct Input { float2 uv_MainTex : TEXCOORD0; // float2 uv_BumpMap : TEXCOORD1; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission = (_RimColor.rgb * c) * pow (rim, _RimPower); o.Alpha = c.a; } ENDCG } Fallback "Diffuse" }