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Question by chirpywiz711 · Dec 30, 2018 at 08:08 PM · scripting problemshadershaderlabtoon shader

Standard Shader Features in Custom Surface Shader

I would like to use a Toon Ramp shader with the features of the Standard Surface shader (roughness setup), and I tried to use the standard shader code, but all it was was a bunch of #pragmas, and it didn't seem to work out.
This is my code

 Shader "Chirpy/Regular" {
     Properties{
   _Color("Main Color", Color) = (1,1,1,1)
   _MainTex("Texture", 2D) = "white" {}
   _BumpMap("Normalmap", 2D) = "bump" {}
   _Ramp("Shading Ramp", 2D) = "gray" {}
   _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
   _SpecGlossMap("Smoothness Map", 2D) = "white" {}
   _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
   _MetallicGlossMap("Metallic Map", 2D) = "white" {}
   _Cube("Reflection Cubemap", Cube) = "_Skybox" {}
   _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
   _ParallaxMap("Height Map", 2D) = "black" {}
   _OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
   _OcclusionMap("Occlusion Map", 2D) = "white" {}
   _EmissionColor("Emission Color", Color) = (0,0,0)
   _EmissionMap("Emission Map", 2D) = "white" {}
   _DetailMask("Detail Mask", 2D) = "white" {}
   _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
   _DetailNormalMapScale("Scale", Float) = 1.0
   _DetailNormalMap("Normal Map", 2D) = "bump" {}
     }
 
         SubShader{
             Tags { "RenderType" = "Opaque" }
             //Added Double sided normal support
                  Cull off
                  CGPROGRAM
                  #pragma surface surf Ramp
                  #pragma target 3.5
                  #pragma glsl
                  sampler2D _Ramp;
 
                  half4 LightingRamp(SurfaceOutput s, half3 lightDir, half atten) {
                                half d = (dot(s.Normal, lightDir)*0.5 + 0.5) * atten;
                                half3 ramp = tex2D(_Ramp, float2(d,d)).rgb;
 
                               half4 c;
                               c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
                               c.a = s.Alpha;
                               return c;
                           }
 
                           fixed4 _Color;
                           half _Metallic;
                           half _Glossiness;
 
                           struct Input {
                               float2 uv_MainTex;
                               float2 uv_BumpMap;
                               float3 worldRefl;
                               INTERNAL_DATA
                           };
 
                           sampler2D _MainTex;
                           sampler2D _BumpMap;
                           samplerCUBE _Cube;
 
                           void surf(Input IN, inout SurfaceOutput o) {
                               fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
                               fixed4 c = tex * _Color;
                               o.Albedo = c.rgb-(c.rgb*_Metallic);
 
                               o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 
                               float3 worldRefl = WorldReflectionVector(IN, o.Normal);
                               fixed4 reflcol = texCUBE(_Cube, worldRefl);
                               reflcol *= tex.a;
                               o.Emission = reflcol.rgb * (_Metallic/2, _Metallic/2, _Metallic/2);
                               o.Alpha = c.a;
                           }
 
                           ENDCG
 
     }
 
         Fallback "Diffuse Bumped"
 }
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