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Question by jyoon926 · May 26, 2020 at 10:47 AM · shaderwebgl

Why does my toon shader not work when I build it in webgl?

I made an unlit shader with toon shading and when I build it in webgl, the textures have no shading. Why is this? I already added the shader to the "Always Included Shaders" list. Here is the code:

 Shader "Unlit/Cell Highlight"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
         _Brightness ("Brightness", Range(-.5,.5)) = 0.3
         _Strength ("Strength", Range(-.5,.5)) = 0.5
         _Steps ("Steps", Range(0,1)) = 0.5
         _Color ("Color", COLOR) = (1,1,1,1)
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fwdbase
 
             #include "UnityCG.cginc"
             #include "Lighting.cginc"
             #include "AutoLight.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
                 float3 normal : NORMAL; 
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
                 half3 worldNormal: NORMAL;
                 SHADOW_COORDS(2)
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             float _Brightness;
             float _Strength;
             float _Steps;
             float4 _Color;
 
             float Toon(float3 normal , float3 lightDir) {
                 float NdotL = max(0.0, dot(normalize(normal), normalize(lightDir)));
                 return floor(NdotL / _Steps);
             }
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 o.worldNormal = UnityObjectToWorldNormal(v.normal);
                 //TRANSFER_SHADOW(o)
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 float3 normal = normalize(i.worldNormal);
                 //float3 viewDir = normalize(i.viewDir);
 
                 float NdotL = dot(_WorldSpaceLightPos0, normal);
                 
                 float shadow = SHADOW_ATTENUATION(i);
 
                 float lightIntensity = smoothstep(0, 0.01, NdotL * shadow);
                 
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, i.uv);
                 col += Toon(i.worldNormal, _WorldSpaceLightPos0.xyz) * shadow * _Strength * _Color + _Brightness;
                 // In the fragment shader, above the existing lightIntensity declaration.
                 return col;
             }
             ENDCG
         }
         UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
 
     }
 }

Thanks a ton!!

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