Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by clericalgerbil · Feb 10, 2014 at 10:57 PM · toon shader

Adding a Texture to a premade Shader

Hey Guys,

I am currently trying to modify the Toon Shader found here. It is a pretty solid shader, but I would like to change the _Color and _UnlitColor to textures so that I can put my own created shaders onto the models, instead of solid colors, while still using all of the other functions of the shader.

I obviously don't know enough about shaders to be doing too much messing with the code, but if this is something obvious like it can't be done then definitely tell me.

 Shader "Cg shader for toon shading" {
    Properties {
       _Color ("Diffuse Color", Color) = (1,1,1,1) 
       _UnlitColor ("Unlit Diffuse Color", Color) = (0.5,0.5,0.5,1) 
       _DiffuseThreshold ("Threshold for Diffuse Colors", Range(0,1)) 
          = 0.1 
       _OutlineColor ("Outline Color", Color) = (0,0,0,1)
       _LitOutlineThickness ("Lit Outline Thickness", Range(0,1)) = 0.1
       _UnlitOutlineThickness ("Unlit Outline Thickness", Range(0,1)) 
          = 0.4
       _SpecColor ("Specular Color", Color) = (1,1,1,1) 
       _Shininess ("Shininess", Float) = 10
    }
    SubShader {
       Pass {      
          Tags { "LightMode" = "ForwardBase" } 
             // pass for ambient light and first light source
  
          CGPROGRAM
  
          #pragma vertex vert  
          #pragma fragment frag 
  
          #include "UnityCG.cginc"
          uniform float4 _LightColor0; 
             // color of light source (from "Lighting.cginc")
  
          // User-specified properties
          uniform float4 _Color; 
          uniform float4 _UnlitColor;
          uniform float _DiffuseThreshold;
          uniform float4 _OutlineColor;
          uniform float _LitOutlineThickness;
          uniform float _UnlitOutlineThickness;
          uniform float4 _SpecColor; 
          uniform float _Shininess;
  
          struct vertexInput {
             float4 vertex : POSITION;
             float3 normal : NORMAL;
          };
          struct vertexOutput {
             float4 pos : SV_POSITION;
             float4 posWorld : TEXCOORD0;
             float3 normalDir : TEXCOORD1;
          };
  
          vertexOutput vert(vertexInput input) 
          {
             vertexOutput output;
  
             float4x4 modelMatrix = _Object2World;
             float4x4 modelMatrixInverse = _World2Object; 
                // multiplication with unity_Scale.w is unnecessary 
                // because we normalize transformed vectors
  
             output.posWorld = mul(modelMatrix, input.vertex);
             output.normalDir = normalize(float3(
                mul(float4(input.normal, 0.0), modelMatrixInverse)));
             output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
             return output;
          }
  
          float4 frag(vertexOutput input) : COLOR
          {
             float3 normalDirection = normalize(input.normalDir);
  
             float3 viewDirection = normalize(
                _WorldSpaceCameraPos - float3(input.posWorld));
             float3 lightDirection;
             float attenuation;
  
             if (0.0 == _WorldSpaceLightPos0.w) // directional light?
             {
                attenuation = 1.0; // no attenuation
                lightDirection = 
                   normalize(float3(_WorldSpaceLightPos0));
             } 
             else // point or spot light
             {
                float3 vertexToLightSource = 
                   float3(_WorldSpaceLightPos0 - input.posWorld);
                float distance = length(vertexToLightSource);
                attenuation = 1.0 / distance; // linear attenuation 
                lightDirection = normalize(vertexToLightSource);
             }
  
             // default: unlit 
             float3 fragmentColor = float3(_UnlitColor); 
  
             // low priority: diffuse illumination
             if (attenuation 
                * max(0.0, dot(normalDirection, lightDirection)) 
                >= _DiffuseThreshold)
             {
                fragmentColor = float3(_LightColor0) * float3(_Color); 
             }
  
             // higher priority: outline
             if (dot(viewDirection, normalDirection) 
                < lerp(_UnlitOutlineThickness, _LitOutlineThickness, 
                max(0.0, dot(normalDirection, lightDirection))))
             {
                fragmentColor = 
                   float3(_LightColor0) * float3(_OutlineColor); 
             }
  
             // highest priority: highlights
             if (dot(normalDirection, lightDirection) > 0.0 
                // light source on the right side?
                && attenuation *  pow(max(0.0, dot(
                reflect(-lightDirection, normalDirection), 
                viewDirection)), _Shininess) > 0.5) 
                // more than half highlight intensity? 
             {
                fragmentColor = _SpecColor.a 
                   * float3(_LightColor0) * float3(_SpecColor)
                   + (1.0 - _SpecColor.a) * fragmentColor;
             }
  
             return float4(fragmentColor, 1.0);
          }
  
          ENDCG
       }
  
       Pass {      
          Tags { "LightMode" = "ForwardAdd" } 
             // pass for additional light sources
          Blend SrcAlpha OneMinusSrcAlpha 
             // blend specular highlights over framebuffer
  
          CGPROGRAM
  
          #pragma vertex vert  
          #pragma fragment frag 
  
          #include "UnityCG.cginc"
          uniform float4 _LightColor0; 
             // color of light source (from "Lighting.cginc")
  
          // User-specified properties
          uniform float4 _Color; 
          uniform float4 _UnlitColor;
          uniform float _DiffuseThreshold;
          uniform float4 _OutlineColor;
          uniform float _LitOutlineThickness;
          uniform float _UnlitOutlineThickness;
          uniform float4 _SpecColor; 
          uniform float _Shininess;
  
          struct vertexInput {
             float4 vertex : POSITION;
             float3 normal : NORMAL;
          };
          struct vertexOutput {
             float4 pos : SV_POSITION;
             float4 posWorld : TEXCOORD0;
             float3 normalDir : TEXCOORD1;
          };
  
          vertexOutput vert(vertexInput input) 
          {
             vertexOutput output;
  
             float4x4 modelMatrix = _Object2World;
             float4x4 modelMatrixInverse = _World2Object; 
                // multiplication with unity_Scale.w is unnecessary 
                // because we normalize transformed vectors
  
             output.posWorld = mul(modelMatrix, input.vertex);
             output.normalDir = normalize(float3(
                mul(float4(input.normal, 0.0), modelMatrixInverse)));
             output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
             return output;
          }
  
          float4 frag(vertexOutput input) : COLOR
          {
             float3 normalDirection = normalize(input.normalDir);
  
             float3 viewDirection = normalize(
                _WorldSpaceCameraPos - float3(input.posWorld));
             float3 lightDirection;
             float attenuation;
  
             if (0.0 == _WorldSpaceLightPos0.w) // directional light?
             {
                attenuation = 1.0; // no attenuation
                lightDirection = 
                   normalize(float3(_WorldSpaceLightPos0));
             } 
             else // point or spot light
             {
                float3 vertexToLightSource = 
                   float3(_WorldSpaceLightPos0 - input.posWorld);
                float distance = length(vertexToLightSource);
                attenuation = 1.0 / distance; // linear attenuation 
                lightDirection = normalize(vertexToLightSource);
             }
  
             float4 fragmentColor = float4(0.0, 0.0, 0.0, 0.0);
             if (dot(normalDirection, lightDirection) > 0.0 
                // light source on the right side?
                && attenuation *  pow(max(0.0, dot(
                reflect(-lightDirection, normalDirection), 
                viewDirection)), _Shininess) > 0.5) 
                // more than half highlight intensity? 
             {
                fragmentColor = 
                   float4(_LightColor0.rgb, 1.0) * _SpecColor;
             }
  
             return fragmentColor;
          }
  
          ENDCG
       }
    } 
    // The definition of a fallback shader should be commented out 
    // during development:
    // Fallback "Specular"
 }



Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can We Customize The Toon Shader's Outline? 0 Answers

Toon Shader x Transparency Cutout 0 Answers

Blender to Unity: Surface shading issue with bones 0 Answers

[SOLVED] Need help with Custom Toon Shader 1 Answer

Toon Shader Outline Zoom Problem 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges