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Question by
Lishin · Jun 11, 2016 at 07:14 PM ·
shadershaderstransparencyalpha
Changing custom shader. Add alpha cutout
Hello everybody. Help change the shader and add the correct alpha cutout pls!
//Shader
Shader "Toony Colors Free/Rim Lighting"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
//RIM LIGHT
_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
_RimMin ("Rim Min", Range(0,1)) = 0.5
_RimMax ("Rim Max", Range(0,1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf ToonyColorsCustom
#pragma target 2.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
fixed4 _RimColor;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
}
ENDCG
}
Fallback "Diffuse"
}
Comment
Best Answer
Answer by Namey5 · Jun 12, 2016 at 05:08 AM
Shader "Toony Colors Free/Rim Lighting"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
//RIM LIGHT
_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
_RimMin ("Rim Min", Range(0,1)) = 0.5
_RimMax ("Rim Max", Range(0,1)) = 1.0
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.7
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf ToonyColorsCustom alphatest:_Cutoff addshadow
#pragma target 2.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
fixed4 _RimColor;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
}
ENDCG
}
Fallback "Diffuse"
}
You really should look these things up before asking the question, though. There are many different pages that cover this kind of thing, and I'm sure this question has been asked before.
Thank you so much for your help! Rest assured, i was looking for the answer to my question. I am an active user of this site for many years and to ask the question, I first registered. Sorry for my English. Thanks again!