Shader "Toon/Lit Test" { Properties { _Color ("Main Color", Color) = (0.5,0.5,0.5,1) _ToonTint("Toon Ramp Tint", Color) = (0.5,0.5,0.5,1) _MainTex ("Base (RGB)", 2D) = "white" {} _ToonOffset("Toon Offset", Range(0,1)) = 0.5 _ToonBlur("Toon Blur", Range(0,0.5)) = 0.05 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf ToonRamp // custom lighting function that uses a texture ramp based // on angle between light direction and normal #pragma lighting ToonRamp exclude_path:prepass float4 _ToonTint; float _ToonOffset, _ToonBlur; inline half4 LightingToonRamp(SurfaceOutput s, half3 lightDir, half atten) { #ifndef USING_DIRECTIONAL_LIGHT lightDir = normalize(lightDir); #endif float d = dot(s.Normal, lightDir) ; float3 ramp = smoothstep(_ToonOffset, _ToonOffset + _ToonBlur, d )+ _ToonTint; 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" }