弯弯的月亮
发表于 2015-10-31 10:37
谢谢分享
四九
发表于 2015-10-30 19:02
楼主辛苦啦~谢谢分享
我吃不饱
发表于 2015-10-30 11:14
好资源
angelaa
发表于 2015-10-30 10:26
感觉非常牛逼的样子啊
天马行¤空♂
发表于 2015-10-29 20:52
kan kan 看的地方额
hoddddky
发表于 2015-10-29 15:01
Shader "MyToon/Toon-Surface_Normal" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bump ("Bump", 2D) = "bump" {}
_Ramp ("Ramp Texture", 2D) = "white" {}
_Tooniness ("Tooniness", Range(0.1,20)) = 4
_Outline ("Outline", Range(0,1)) = 0.4
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Toon
sampler2D _MainTex;
sampler2D _Bump;
sampler2D _Ramp;
float _Tooniness;
float _Outline;
struct Input {
float2 uv_MainTex;
float2 uv_Bump;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal( tex2D(_Bump, IN.uv_Bump));
half edge = saturate(dot (o.Normal, normalize(IN.viewDir)));
edge = edge < _Outline ? edge/4 : 1;
o.Albedo = (floor(c.rgb * _Tooniness)/_Tooniness) * edge;
o.Alpha = c.a;
}
half4 LightingToon(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
float difLight = dot (s.Normal, lightDir);
float dif_hLambert = difLight * 0.5 + 0.5;
float rimLight = dot (s.Normal, viewDir);
float rim_hLambert = rimLight * 0.5 + 0.5;
float3 ramp = tex2D(_Ramp, float2(rim_hLambert, dif_hLambert)).rgb;
float4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten * 2;
c.a = s.Alpha;
return c;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "MyToon/Toon-Surface_Normal" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bump ("Bump", 2D) = "bump" {}
_Ramp ("Ramp Texture", 2D) = "white" {}
_Tooniness ("Tooniness", Range(0.1,20)) = 4
_Outline ("Outline", Range(0,1)) = 0.4
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Toon
sampler2D _MainTex;
sampler2D _Bump;
sampler2D _Ramp;
float _Tooniness;
float _Outline;
struct Input {
float2 uv_MainTex;
float2 uv_Bump;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal( tex2D(_Bump, IN.uv_Bump));
half edge = saturate(dot (o.Normal, normalize(IN.viewDir)));
edge = edge < _Outline ? edge/4 : 1;
o.Albedo = (floor(c.rgb * _Tooniness)/_Tooniness) * edge;
o.Alpha = c.a;
}
half4 LightingToon(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
float difLight = dot (s.Normal, lightDir);
float dif_hLambert = difLight * 0.5 + 0.5;
float rimLight = dot (s.Normal, viewDir);
float rim_hLambert = rimLight * 0.5 + 0.5;
float3 ramp = tex2D(_Ramp, float2(rim_hLambert, dif_hLambert)).rgb;
float4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten * 2;
c.a = s.Alpha;
return c;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "MyToon/Toon-Surface_Normal" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bump ("Bump", 2D) = "bump" {}
_Ramp ("Ramp Texture", 2D) = "white" {}
_Tooniness ("Tooniness", Range(0.1,20)) = 4
_Outline ("Outline", Range(0,1)) = 0.4
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Toon
sampler2D _MainTex;
sampler2D _Bump;
sampler2D _Ramp;
float _Tooniness;
float _Outline;
struct Input {
float2 uv_MainTex;
float2 uv_Bump;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal( tex2D(_Bump, IN.uv_Bump));
half edge = saturate(dot (o.Normal, normalize(IN.viewDir)));
edge = edge < _Outline ? edge/4 : 1;
o.Albedo = (floor(c.rgb * _Tooniness)/_Tooniness) * edge;
o.Alpha = c.a;
}
half4 LightingToon(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
float difLight = dot (s.Normal, lightDir);
float dif_hLambert = difLight * 0.5 + 0.5;
float rimLight = dot (s.Normal, viewDir);
float rim_hLambert = rimLight * 0.5 + 0.5;
float3 ramp = tex2D(_Ramp, float2(rim_hLambert, dif_hLambert)).rgb;
float4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten * 2;
c.a = s.Alpha;
return c;
}
ENDCG
}
FallBack "Diffuse"
}
淚色
发表于 2015-10-29 14:05
看看
rockystar999
发表于 2015-10-28 18:06
需要学习一下
addy131204
发表于 2015-10-28 14:51
查看一下学习学习一下
留耳
发表于 2015-10-26 17:44
谢谢分享