├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Demo │ ├── Mesh │ │ ├── Cone.FBX │ │ ├── Torus.FBX │ │ ├── Cylinder.FBX │ │ ├── Cone.FBX.meta │ │ ├── Torus.FBX.meta │ │ └── Cylinder.FBX.meta │ ├── Demo.unity.meta │ ├── Mesh.meta │ ├── Shaders.meta │ ├── Materials.meta │ ├── Materials │ │ ├── ToonTan.mat.meta │ │ ├── ToonGlossy.mat.meta │ │ ├── ToonGreen.mat.meta │ │ ├── ShadowReceiver.mat.meta │ │ ├── ToonCornflower.mat.meta │ │ ├── ShadowReceiver.mat │ │ ├── ToonCornflower.mat │ │ ├── ToonGlossy.mat │ │ ├── ToonGreen.mat │ │ └── ToonTan.mat │ ├── Shaders │ │ ├── ShadowReceiver.shader.meta │ │ ├── ToonComplete.shader.meta │ │ ├── ShadowReceiver.shader │ │ └── ToonComplete.shader │ └── Demo.unity ├── Main.unity.meta ├── Demo.meta ├── Toon.mat.meta ├── Toon.shader.meta ├── Toon.mat ├── Toon.shader └── Main.unity ├── README.md ├── .gitignore ├── LICENSE └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.3.0f2 2 | -------------------------------------------------------------------------------- /Assets/Demo/Mesh/Cone.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityToonShader/HEAD/Assets/Demo/Mesh/Cone.FBX -------------------------------------------------------------------------------- /Assets/Demo/Mesh/Torus.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityToonShader/HEAD/Assets/Demo/Mesh/Torus.FBX -------------------------------------------------------------------------------- /Assets/Demo/Mesh/Cylinder.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityToonShader/HEAD/Assets/Demo/Mesh/Cylinder.FBX -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Demo/Shaders/ShadowReceiver.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9422b07d94ecea04ca5386722f2e8e39 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Demo/Shaders/ToonComplete.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99bb36e9d2c76874e8e8e2baed6debca 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Toon Shader for Unity 2 | Unity 2018.3 project source for completed [Toon Shader tutorial](https://roystan.net/articles/toon-shader.html) from the site [roystan.net](https://roystan.net/). 3 | 4 | ![alt text](https://i.imgur.com/0PbpWYg.png) 5 | 6 | Has specular, rim lighting, and can cast and receive shadows. 7 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.package-manager-ui": "2.0.3", 4 | "com.unity.modules.ai": "1.0.0", 5 | 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normalImportMode: 0 69 | tangentImportMode: 3 70 | normalCalculationMode: 4 71 | legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 72 | blendShapeNormalImportMode: 1 73 | normalSmoothingSource: 0 74 | importAnimation: 0 75 | copyAvatar: 0 76 | humanDescription: 77 | serializedVersion: 2 78 | human: [] 79 | skeleton: [] 80 | armTwist: 0.5 81 | foreArmTwist: 0.5 82 | upperLegTwist: 0.5 83 | legTwist: 0.5 84 | armStretch: 0.05 85 | legStretch: 0.05 86 | feetSpacing: 0 87 | rootMotionBoneName: 88 | hasTranslationDoF: 0 89 | hasExtraRoot: 0 90 | skeletonHasParents: 1 91 | lastHumanDescriptionAvatarSource: {instanceID: 0} 92 | animationType: 0 93 | humanoidOversampling: 1 94 | additionalBone: 0 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /Assets/Toon.shader: -------------------------------------------------------------------------------- 1 | Shader "Roystan/Toon" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Main Texture", 2D) = "white" {} 7 | // Ambient light is applied uniformly to all surfaces on the object. 8 | [HDR] 9 | _AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1) 10 | [HDR] 11 | _SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1) 12 | // Controls the size of the specular reflection. 13 | _Glossiness("Glossiness", Float) = 32 14 | [HDR] 15 | _RimColor("Rim Color", Color) = (1,1,1,1) 16 | _RimAmount("Rim Amount", Range(0, 1)) = 0.716 17 | // Control how smoothly the rim blends when approaching unlit 18 | // parts of the surface. 19 | _RimThreshold("Rim Threshold", Range(0, 1)) = 0.1 20 | } 21 | SubShader 22 | { 23 | Pass 24 | { 25 | // Setup our pass to use Forward rendering, and only receive 26 | // data on the main directional light and ambient light. 27 | Tags 28 | { 29 | "LightMode" = "ForwardBase" 30 | "PassFlags" = "OnlyDirectional" 31 | } 32 | 33 | CGPROGRAM 34 | #pragma vertex vert 35 | #pragma fragment frag 36 | // Compile multiple versions of this shader depending on lighting settings. 37 | #pragma multi_compile_fwdbase 38 | 39 | #include "UnityCG.cginc" 40 | // Files below include macros and functions to assist 41 | // with lighting and shadows. 42 | #include "Lighting.cginc" 43 | #include "AutoLight.cginc" 44 | 45 | struct appdata 46 | { 47 | float4 vertex : POSITION; 48 | float4 uv : TEXCOORD0; 49 | float3 normal : NORMAL; 50 | }; 51 | 52 | struct v2f 53 | { 54 | float4 pos : SV_POSITION; 55 | float3 worldNormal : NORMAL; 56 | float2 uv : TEXCOORD0; 57 | float3 viewDir : TEXCOORD1; 58 | // Macro found in Autolight.cginc. Declares a vector4 59 | // into the TEXCOORD2 semantic with varying precision 60 | // depending on platform target. 61 | SHADOW_COORDS(2) 62 | }; 63 | 64 | sampler2D _MainTex; 65 | float4 _MainTex_ST; 66 | 67 | v2f vert (appdata v) 68 | { 69 | v2f o; 70 | o.pos = UnityObjectToClipPos(v.vertex); 71 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 72 | o.viewDir = WorldSpaceViewDir(v.vertex); 73 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 74 | // Defined in Autolight.cginc. Assigns the above shadow coordinate 75 | // by transforming the vertex from world space to shadow-map space. 76 | TRANSFER_SHADOW(o) 77 | return o; 78 | } 79 | 80 | float4 _Color; 81 | 82 | float4 _AmbientColor; 83 | 84 | float4 _SpecularColor; 85 | float _Glossiness; 86 | 87 | float4 _RimColor; 88 | float _RimAmount; 89 | float _RimThreshold; 90 | 91 | float4 frag (v2f i) : SV_Target 92 | { 93 | float3 normal = normalize(i.worldNormal); 94 | float3 viewDir = normalize(i.viewDir); 95 | 96 | // Lighting below is calculated using Blinn-Phong, 97 | // with values thresholded to creat the "toon" look. 98 | // https://en.wikipedia.org/wiki/Blinn-Phong_shading_model 99 | 100 | // Calculate illumination from directional light. 101 | // _WorldSpaceLightPos0 is a vector pointing the OPPOSITE 102 | // direction of the main directional light. 103 | float NdotL = dot(_WorldSpaceLightPos0, normal); 104 | 105 | // Samples the shadow map, returning a value in the 0...1 range, 106 | // where 0 is in the shadow, and 1 is not. 107 | float shadow = SHADOW_ATTENUATION(i); 108 | // Partition the intensity into light and dark, smoothly interpolated 109 | // between the two to avoid a jagged break. 110 | float lightIntensity = smoothstep(0, 0.01, NdotL * shadow); 111 | // Multiply by the main directional light's intensity and color. 112 | float4 light = lightIntensity * _LightColor0; 113 | 114 | // Calculate specular reflection. 115 | float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); 116 | float NdotH = dot(normal, halfVector); 117 | // Multiply _Glossiness by itself to allow artist to use smaller 118 | // glossiness values in the inspector. 119 | float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness); 120 | float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity); 121 | float4 specular = specularIntensitySmooth * _SpecularColor; 122 | 123 | // Calculate rim lighting. 124 | float rimDot = 1 - dot(viewDir, normal); 125 | // We only want rim to appear on the lit side of the surface, 126 | // so multiply it by NdotL, raised to a power to smoothly blend it. 127 | float rimIntensity = rimDot * pow(NdotL, _RimThreshold); 128 | rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity); 129 | float4 rim = rimIntensity * _RimColor; 130 | 131 | float4 sample = tex2D(_MainTex, i.uv); 132 | 133 | return (light + _AmbientColor + specular + rim) * _Color * sample; 134 | } 135 | ENDCG 136 | } 137 | 138 | // Shadow casting support. 139 | UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" 140 | } 141 | } -------------------------------------------------------------------------------- /Assets/Demo/Shaders/ToonComplete.shader: -------------------------------------------------------------------------------- 1 | Shader "Roystan/Toon Complete" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Main Texture", 2D) = "white" {} 7 | // Ambient light is applied uniformly to all surfaces on the object. 8 | [HDR] 9 | _AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1) 10 | [HDR] 11 | _SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1) 12 | // Controls the size of the specular reflection. 13 | _Glossiness("Glossiness", Float) = 32 14 | [HDR] 15 | _RimColor("Rim Color", Color) = (1,1,1,1) 16 | _RimAmount("Rim Amount", Range(0, 1)) = 0.716 17 | // Control how smoothly the rim blends when approaching unlit 18 | // parts of the surface. 19 | _RimThreshold("Rim Threshold", Range(0, 1)) = 0.1 20 | } 21 | SubShader 22 | { 23 | Pass 24 | { 25 | // Setup our pass to use Forward rendering, and only receive 26 | // data on the main directional light and ambient light. 27 | Tags 28 | { 29 | "LightMode" = "ForwardBase" 30 | "PassFlags" = "OnlyDirectional" 31 | } 32 | 33 | CGPROGRAM 34 | #pragma vertex vert 35 | #pragma fragment frag 36 | // Compile multiple versions of this shader depending on lighting settings. 37 | #pragma multi_compile_fwdbase 38 | 39 | #include "UnityCG.cginc" 40 | // Files below include macros and functions to assist 41 | // with lighting and shadows. 42 | #include "Lighting.cginc" 43 | #include "AutoLight.cginc" 44 | 45 | struct appdata 46 | { 47 | float4 vertex : POSITION; 48 | float4 uv : TEXCOORD0; 49 | float3 normal : NORMAL; 50 | }; 51 | 52 | struct v2f 53 | { 54 | float4 pos : SV_POSITION; 55 | float3 worldNormal : NORMAL; 56 | float2 uv : TEXCOORD0; 57 | float3 viewDir : TEXCOORD1; 58 | // Macro found in Autolight.cginc. Declares a vector4 59 | // into the TEXCOORD2 semantic with varying precision 60 | // depending on platform target. 61 | SHADOW_COORDS(2) 62 | }; 63 | 64 | sampler2D _MainTex; 65 | float4 _MainTex_ST; 66 | 67 | v2f vert (appdata v) 68 | { 69 | v2f o; 70 | o.pos = UnityObjectToClipPos(v.vertex); 71 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 72 | o.viewDir = WorldSpaceViewDir(v.vertex); 73 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 74 | // Defined in Autolight.cginc. Assigns the above shadow coordinate 75 | // by transforming the vertex from world space to shadow-map space. 76 | TRANSFER_SHADOW(o) 77 | return o; 78 | } 79 | 80 | float4 _Color; 81 | 82 | float4 _AmbientColor; 83 | 84 | float4 _SpecularColor; 85 | float _Glossiness; 86 | 87 | float4 _RimColor; 88 | float _RimAmount; 89 | float _RimThreshold; 90 | 91 | float4 frag (v2f i) : SV_Target 92 | { 93 | float3 normal = normalize(i.worldNormal); 94 | float3 viewDir = normalize(i.viewDir); 95 | 96 | // Lighting below is calculated using Blinn-Phong, 97 | // with values thresholded to creat the "toon" look. 98 | // https://en.wikipedia.org/wiki/Blinn-Phong_shading_model 99 | 100 | // Calculate illumination from directional light. 101 | // _WorldSpaceLightPos0 is a vector pointing the OPPOSITE 102 | // direction of the main directional light. 103 | float NdotL = dot(_WorldSpaceLightPos0, normal); 104 | 105 | // Samples the shadow map, returning a value in the 0...1 range, 106 | // where 0 is in the shadow, and 1 is not. 107 | float shadow = SHADOW_ATTENUATION(i); 108 | // Partition the intensity into light and dark, smoothly interpolated 109 | // between the two to avoid a jagged break. 110 | float lightIntensity = smoothstep(0, 0.01, NdotL * shadow); 111 | // Multiply by the main directional light's intensity and color. 112 | float4 light = lightIntensity * _LightColor0; 113 | 114 | // Calculate specular reflection. 115 | float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir); 116 | float NdotH = dot(normal, halfVector); 117 | // Multiply _Glossiness by itself to allow artist to use smaller 118 | // glossiness values in the inspector. 119 | float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness); 120 | float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity); 121 | float4 specular = specularIntensitySmooth * _SpecularColor; 122 | 123 | // Calculate rim lighting. 124 | float rimDot = 1 - dot(viewDir, normal); 125 | // We only want rim to appear on the lit side of the surface, 126 | // so multiply it by NdotL, raised to a power to smoothly blend it. 127 | float rimIntensity = rimDot * pow(NdotL, _RimThreshold); 128 | rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity); 129 | float4 rim = rimIntensity * _RimColor; 130 | 131 | float4 sample = tex2D(_MainTex, i.uv); 132 | 133 | return (light + _AmbientColor + specular + rim) * _Color * sample; 134 | } 135 | ENDCG 136 | } 137 | 138 | // Shadow casting support. 139 | UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" 140 | } 141 | } -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 4 8 | m_QualitySettings: 9 | - serializedVersion: 2 10 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