This commit is contained in:
corn
2026-06-07 22:59:32 +08:00
commit a62ff7379b
7171 changed files with 10015624 additions and 0 deletions

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Shader "Toon/SoftSurface"
{
Properties
{
_Color ("Color", Color) = (0.4,0.4,0.4,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Emission ("Emission", Range (0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
sampler2D _MainTex;
fixed4 _Color;
fixed _Emission;
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Re-use the same texture on emission to give the soft look
o.Emission = tex2D (_MainTex, IN.uv_MainTex) * _Emission;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "Toon/ToonRamp" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
// _BumpMap ("Bumpmap", 2D) = "bump" {}
_Ramp ("Toon Ramp (RGB)", 2D) = "white" {}
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range (0.1,10)) = 5.25
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf ToonRamp
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp (SurfaceOutput o, half3 lightDir, half atten)
{
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize (lightDir);
#endif
half d = dot (o.Normal, lightDir) * 0.5 + 0.5;
half3 ramp = tex2D (_Ramp, float2 (d,0)).rgb;
half4 c;
c.rgb = o.Albedo * _LightColor0.rgb * ramp * atten * 2;
c.a = 0;
return c;
}
sampler2D _MainTex;
// sampler2D _BumpMap;
float4 _Color;
float4 _RimColor;
float _RimPower;
struct Input {
float2 uv_MainTex : TEXCOORD0;
// float2 uv_BumpMap : TEXCOORD1;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColor.rgb * c) * pow (rim, _RimPower);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}

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