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Question by Irsan · Apr 24, 2011 at 08:30 PM · shaderspeculardiffusereflective

Cartoon specular, regular diffuse, fresnel reflective?

I'm looking to get something that looks exactly like this:

alt text

I don't want to cheat and use a cubemap for the specular, since I do want the highlight to respond to lightsources. Doing it that way would also conflict with the fresnel.

I'm new to shader coding, just so you know.

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avatar image Justin Warner · Apr 24, 2011 at 08:33 PM 0
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http://www.google.com/search?q=node+based+shader+unity3d&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a I know their are a couple out there, and it can aid you in doing shaders, but I know nothing about them, so can't help more than this lol.

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Answer by Irsan · Apr 24, 2011 at 09:08 PM

Oh, looks like poking around the internet and messing with a few shaders yielded a nice result, although it lacks the cartoon specular.

Shader "Example/RimWorldRefl" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cube ("Cubemap", CUBE) = "" {} _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0

 }  
 SubShader {  
   Tags { "RenderType" = "Opaque" }  
   CGPROGRAM  
   #pragma surface surf Lambert  
   struct Input {  
       float2 uv_MainTex;  
       float3 worldRefl;
       float3 viewDir;
   };  
   sampler2D _MainTex;  
   samplerCUBE _Cube;
   float _RimPower;
   void surf (Input IN, inout SurfaceOutput o) {  
       o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 0.1;
       half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
       o.Emission = texCUBE (_Cube, IN.worldRefl).rgb * pow(rim,_RimPower);
   }  
   ENDCG  
 }   
 Fallback "Diffuse"  

}

Can someone check this code to see if there's anything worthless? All I need now is that pesky cartoon specular...

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