Upload toon_cutoff16.shader
Browse files- toon_cutoff16.shader +216 -0
toon_cutoff16.shader
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| 1 |
+
Shader "Toon/Cutoff"
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| 2 |
+
{
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| 3 |
+
Properties
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| 4 |
+
{
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| 5 |
+
_Color("Color(RGBA)", Color) = (1,1,1,1)
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| 6 |
+
_MainTex("Texture", 2D) = "white" {}
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| 7 |
+
_Shininess ("Shininess(0.0:)", Float) = 1.0
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| 8 |
+
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| 9 |
+
_ShadowThreshold ("Shadow Threshold(0.0:1.0)", Float) = 0.5
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| 10 |
+
_ShadowColor ("Shadow Color(RGBA)", Color) = (0,0,0,0.5)
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| 11 |
+
_ShadowSharpness ("Shadow Sharpness(0.0:)", Float) = 100
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| 12 |
+
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.9
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| 13 |
+
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| 14 |
+
}
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| 15 |
+
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| 16 |
+
SubShader
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| 17 |
+
{
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| 18 |
+
// Settings
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| 19 |
+
Tags {"Queue" = "Transparent" "IgnoreProjector"="False" "RenderType" = "TransparentCutout"}
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| 20 |
+
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| 21 |
+
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| 22 |
+
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| 23 |
+
// Surface Shader Pass ( Front )
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| 24 |
+
Cull Back
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| 25 |
+
ZWrite On
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| 26 |
+
AlphaTest Greater 0.9
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| 27 |
+
//AlphaTest Equal 1
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| 28 |
+
Blend SrcAlpha OneMinusSrcAlpha
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| 29 |
+
CGPROGRAM
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| 30 |
+
#pragma surface surf Toon alphatest:_Cutoff vertex:vert
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| 31 |
+
// Toon Surface Shader for Unity
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| 32 |
+
// File : ToonSurface.cginc
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| 33 |
+
// Title : Toon Surface Shader with Alpha
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| 34 |
+
// Language : Cg Language
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| 35 |
+
// Include : ToonSurface.cginc
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| 36 |
+
/*
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| 37 |
+
How To Use :
|
| 38 |
+
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| 39 |
+
CGPROGRAM
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| 40 |
+
#pragma surface surf Toon
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| 41 |
+
#include "ToonSurface.cginc"
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| 42 |
+
ENDCG
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| 43 |
+
*/
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| 44 |
+
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| 45 |
+
float4 _Color;
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| 46 |
+
sampler2D _MainTex;
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| 47 |
+
float _ShadowThreshold;
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| 48 |
+
float4 _ShadowColor;
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| 49 |
+
float _ShadowSharpness;
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| 50 |
+
float _Shininess;
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| 51 |
+
|
| 52 |
+
|
| 53 |
+
struct ToonSurfaceOutput
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| 54 |
+
{
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| 55 |
+
half3 Albedo;
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| 56 |
+
half3 Normal;
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| 57 |
+
half3 Emission;
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| 58 |
+
half3 Gloss;
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| 59 |
+
half Specular;
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| 60 |
+
half Alpha;
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| 61 |
+
half4 Color;
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| 62 |
+
};
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| 63 |
+
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| 64 |
+
inline half4 LightingToon (ToonSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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| 65 |
+
{
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| 66 |
+
//Lighting paramater
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| 67 |
+
float4 lightColor = _LightColor0 * atten;
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| 68 |
+
float lightStrength = dot(lightDir, s.Normal) * 0.5 + 0.5;
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| 69 |
+
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| 70 |
+
//ToonMapping
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| 71 |
+
half shadowRate = abs( max( -1, ( min( lightStrength, _ShadowThreshold ) -_ShadowThreshold)*_ShadowSharpness ) )*_ShadowColor.a;
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| 72 |
+
float4 toon = float4(1,1,1,1) * (1-shadowRate) + _ShadowColor *shadowRate;
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| 73 |
+
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| 74 |
+
//Output
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| 75 |
+
//float4 color = saturate( _Color * (lightColor*2) ) * s.Color;
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| 76 |
+
float4 color = _Color * (lightColor) * s.Color * (atten*2) * _Shininess;
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| 77 |
+
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| 78 |
+
color *= toon;
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| 79 |
+
color.a = s.Alpha;
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| 80 |
+
return color;
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| 81 |
+
}
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| 82 |
+
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| 83 |
+
struct Input
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| 84 |
+
{
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| 85 |
+
float2 uv_MainTex;
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| 86 |
+
};
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| 87 |
+
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| 88 |
+
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| 89 |
+
void vert (inout appdata_full v, out Input o) {
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| 90 |
+
UNITY_INITIALIZE_OUTPUT(Input,o);
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| 91 |
+
}
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| 92 |
+
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| 93 |
+
void surf (Input IN, inout ToonSurfaceOutput o)
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| 94 |
+
{
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| 95 |
+
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| 96 |
+
// Defaults
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| 97 |
+
o.Albedo = 0.0;
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| 98 |
+
o.Emission = 0.0;
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| 99 |
+
o.Gloss = 0.0;
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| 100 |
+
o.Specular = 0.0;
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| 101 |
+
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| 102 |
+
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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| 103 |
+
//o.Albedo = c;
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| 104 |
+
o.Color = c;
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| 105 |
+
o.Alpha = c.a;
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| 106 |
+
}
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| 107 |
+
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| 108 |
+
ENDCG
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| 109 |
+
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| 110 |
+
// // Outline Pass
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| 111 |
+
// Pass
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| 112 |
+
// {
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| 113 |
+
// Cull Off
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| 114 |
+
// ZWrite On
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| 115 |
+
// Lighting Off
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| 116 |
+
// CGPROGRAM
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| 117 |
+
// #pragma vertex vert
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| 118 |
+
// #pragma fragment frag
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| 119 |
+
// #include "UnityCG.cginc"
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| 120 |
+
// #include "ToonOutlineVertFrag.cginc"
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| 121 |
+
// ENDCG
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| 122 |
+
// }
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| 123 |
+
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| 124 |
+
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| 125 |
+
// Surface Shader Pass ( Back )
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| 126 |
+
Cull Front
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| 127 |
+
ZWrite On
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| 128 |
+
//AlphaTest Equal 1
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| 129 |
+
AlphaTest Greater 0.9
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| 130 |
+
Blend SrcAlpha OneMinusSrcAlpha
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| 131 |
+
CGPROGRAM
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| 132 |
+
#pragma surface surf Toon alphatest:_Cutoff vertex:vert
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| 133 |
+
// Toon Surface Shader for Unity
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| 134 |
+
// File : ToonSurface.cginc
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| 135 |
+
// Title : Toon Surface Shader with Alpha
|
| 136 |
+
// Language : Cg Language
|
| 137 |
+
// Include : ToonSurface.cginc
|
| 138 |
+
/*
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| 139 |
+
How To Use :
|
| 140 |
+
|
| 141 |
+
CGPROGRAM
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| 142 |
+
#pragma surface surf Toon
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| 143 |
+
#include "ToonSurface.cginc"
|
| 144 |
+
ENDCG
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| 145 |
+
*/
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| 146 |
+
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| 147 |
+
float4 _Color;
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| 148 |
+
sampler2D _MainTex;
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| 149 |
+
float _ShadowThreshold;
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| 150 |
+
float4 _ShadowColor;
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| 151 |
+
float _ShadowSharpness;
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| 152 |
+
float _Shininess;
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| 153 |
+
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| 154 |
+
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| 155 |
+
struct ToonSurfaceOutput
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| 156 |
+
{
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| 157 |
+
half3 Albedo;
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| 158 |
+
half3 Normal;
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| 159 |
+
half3 Emission;
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| 160 |
+
half3 Gloss;
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| 161 |
+
half Specular;
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| 162 |
+
half Alpha;
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| 163 |
+
half4 Color;
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| 164 |
+
};
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| 165 |
+
|
| 166 |
+
inline half4 LightingToon (ToonSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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| 167 |
+
{
|
| 168 |
+
//Lighting paramater
|
| 169 |
+
float4 lightColor = _LightColor0 * atten;
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| 170 |
+
float lightStrength = dot(lightDir, s.Normal) * 0.5 + 0.5;
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| 171 |
+
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| 172 |
+
//ToonMapping
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| 173 |
+
half shadowRate = abs( max( -1, ( min( lightStrength, _ShadowThreshold ) -_ShadowThreshold)*_ShadowSharpness ) )*_ShadowColor.a;
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| 174 |
+
float4 toon = float4(1,1,1,1) * (1-shadowRate) + _ShadowColor *shadowRate;
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| 175 |
+
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| 176 |
+
//Output
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| 177 |
+
//float4 color = saturate( _Color * (lightColor*2) ) * s.Color;
|
| 178 |
+
float4 color = _Color * (lightColor) * s.Color * (atten*2) * _Shininess;
|
| 179 |
+
|
| 180 |
+
color *= toon;
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| 181 |
+
color.a = s.Alpha;
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| 182 |
+
return color;
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| 183 |
+
}
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| 184 |
+
|
| 185 |
+
struct Input
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| 186 |
+
{
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| 187 |
+
float2 uv_MainTex;
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| 188 |
+
};
|
| 189 |
+
|
| 190 |
+
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| 191 |
+
void vert (inout appdata_full v, out Input o) {
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| 192 |
+
UNITY_INITIALIZE_OUTPUT(Input,o);
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| 193 |
+
}
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| 194 |
+
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| 195 |
+
void surf (Input IN, inout ToonSurfaceOutput o)
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| 196 |
+
{
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| 197 |
+
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| 198 |
+
// Defaults
|
| 199 |
+
o.Albedo = 0.0;
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| 200 |
+
o.Emission = 0.0;
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| 201 |
+
o.Gloss = 0.0;
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| 202 |
+
o.Specular = 0.0;
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| 203 |
+
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| 204 |
+
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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| 205 |
+
//o.Albedo = c;
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| 206 |
+
o.Color = c;
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| 207 |
+
o.Alpha = c.a;
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| 208 |
+
}
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| 209 |
+
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| 210 |
+
ENDCG
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| 211 |
+
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| 212 |
+
}
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| 213 |
+
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| 214 |
+
// Other Environment
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| 215 |
+
Fallback "Diffuse"
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| 216 |
+
}
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