├── Packages └── manifest.json ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.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 ├── Docs ├── Ramp_1.png ├── Ramp_2.png ├── ToonShader.png ├── Toon_1_No.png ├── Toon_2_Ramp.png ├── Toon_3_Color.png ├── Toon_5_Multisteps.png └── Toon_4_SpecularAndRim.png ├── Assets ├── Textures │ ├── Cat.png │ ├── Cat_Flat.png │ ├── UnityChan.png │ ├── UnityChan_Flat.png │ ├── UnityChan_ShadowColor.png │ ├── UnityChan_Flat_ShadowColor.png │ ├── Cat.png.meta │ ├── Cat_Flat.png.meta │ ├── UnityChan.png.meta │ ├── UnityChan_Flat.png.meta │ ├── UnityChan_ShadowColor.png.meta │ └── UnityChan_Flat_ShadowColor.png.meta ├── Models │ ├── TCP2_Demo_Cat.fbx │ ├── TCP2_Demo_UnityChan.fbx │ ├── TCP2_Demo_Cat.fbx.meta │ └── TCP2_Demo_UnityChan.fbx.meta ├── Scenes │ ├── Banner.unity.meta │ └── Scene.unity.meta ├── Models.meta ├── Shaders.meta ├── Materials.meta ├── Textures.meta ├── Scenes.meta ├── Materials │ ├── ToonMat.mat.meta │ ├── ToonCatMat.mat.meta │ ├── ToonChanMat.mat.meta │ ├── ToonCatFlatMat.mat.meta │ ├── ToonChanSkinMat.mat.meta │ ├── ToonCatFlatMat.mat │ ├── ToonMat.mat │ ├── ToonChanMat.mat │ ├── ToonChanSkinMat.mat │ └── ToonCatMat.mat └── Shaders │ ├── ToonMultiStepsShader.shader.meta │ ├── ToonTwoStepsShader.shader.meta │ ├── ToonShadowTexMultiStepsShader.shader.meta │ ├── ToonShadowTexTwoStepsShader.shader.meta │ ├── ToonTwoStepsShader.shader │ ├── ToonShadowTexTwoStepsShader.shader │ ├── ToonMultiStepsShader.shader │ └── ToonShadowTexMultiStepsShader.shader ├── README.md ├── .gitignore └── LICENSE /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.4f1 2 | -------------------------------------------------------------------------------- /Docs/Ramp_1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Ramp_1.png -------------------------------------------------------------------------------- /Docs/Ramp_2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Ramp_2.png -------------------------------------------------------------------------------- /Docs/ToonShader.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/ToonShader.png -------------------------------------------------------------------------------- /Docs/Toon_1_No.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Toon_1_No.png -------------------------------------------------------------------------------- /Docs/Toon_2_Ramp.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Toon_2_Ramp.png -------------------------------------------------------------------------------- /Docs/Toon_3_Color.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Toon_3_Color.png -------------------------------------------------------------------------------- /Assets/Textures/Cat.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Textures/Cat.png -------------------------------------------------------------------------------- /Docs/Toon_5_Multisteps.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Toon_5_Multisteps.png -------------------------------------------------------------------------------- /Assets/Textures/Cat_Flat.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Textures/Cat_Flat.png -------------------------------------------------------------------------------- /Assets/Textures/UnityChan.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Textures/UnityChan.png -------------------------------------------------------------------------------- /Docs/Toon_4_SpecularAndRim.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Docs/Toon_4_SpecularAndRim.png -------------------------------------------------------------------------------- /Assets/Models/TCP2_Demo_Cat.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Models/TCP2_Demo_Cat.fbx -------------------------------------------------------------------------------- /Assets/Textures/UnityChan_Flat.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Textures/UnityChan_Flat.png -------------------------------------------------------------------------------- /Assets/Models/TCP2_Demo_UnityChan.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Models/TCP2_Demo_UnityChan.fbx -------------------------------------------------------------------------------- /Assets/Textures/UnityChan_ShadowColor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityToonShader/HEAD/Assets/Textures/UnityChan_ShadowColor.png -------------------------------------------------------------------------------- /Assets/Textures/UnityChan_Flat_ShadowColor.png: -------------------------------------------------------------------------------- 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m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.0167 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityToonShader 2 | 👾Toon shader for Unity. 3 | 4 | http://sorumi.xyz/posts/unity-toon-shader/ 5 | 6 | 7 | 8 | ### Feature 9 | - Ramp shading 10 | - Stylized specular 11 | - Colored highlight and shadow 12 | - Multi-step ramps 13 | -------------------------------------------------------------------------------- /Assets/Shaders/ToonMultiStepsShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e5af2706d3f8431b9f4a5b863cb2725 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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-------------------------------------------------------------------------------- 1 | Shader "Toon/Basic/TwoSteps" 2 | { 3 | Properties 4 | { 5 | // Colors 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | _HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0) 8 | _SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0) 9 | 10 | // texture 11 | _MainTex ("Main Texture", 2D) = "white" { } 12 | 13 | // ramp 14 | _RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5 15 | _RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1 16 | 17 | // specular 18 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 19 | _SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1 20 | _Shininess ("Shininess", Range(0.001, 10)) = 0.2 21 | 22 | // rim light 23 | _RimColor ("Rim Color", Color) = (0.8, 0.8, 0.8, 0.6) 24 | _RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5 25 | _RimSmooth ("Rim Smooth", Range(0, 1)) = 0.1 26 | } 27 | 28 | SubShader 29 | { 30 | Tags { "RenderType" = "Opaque" } 31 | 32 | CGPROGRAM 33 | 34 | #pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass 35 | #pragma target 3.0 36 | 37 | fixed4 _Color; 38 | fixed4 _HColor; 39 | fixed4 _SColor; 40 | 41 | sampler2D _MainTex; 42 | 43 | float _RampThreshold; 44 | float _RampSmooth; 45 | 46 | float _SpecSmooth; 47 | fixed _Shininess; 48 | 49 | fixed4 _RimColor; 50 | fixed _RimThreshold; 51 | float _RimSmooth; 52 | 53 | struct Input 54 | { 55 | float2 uv_MainTex; 56 | float3 viewDir; 57 | }; 58 | 59 | inline fixed4 LightingToon(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) 60 | { 61 | half3 normalDir = normalize(s.Normal); 62 | half3 halfDir = normalize(lightDir + viewDir); 63 | 64 | float ndl = max(0, dot(normalDir, lightDir)); 65 | float ndh = max(0, dot(normalDir, halfDir)); 66 | float ndv = max(0, dot(normalDir, viewDir)); 67 | 68 | // two steps 69 | fixed3 ramp = smoothstep(_RampThreshold - _RampSmooth * 0.5, _RampThreshold + _RampSmooth * 0.5, ndl); 70 | ramp *= atten; 71 | 72 | _SColor = lerp(_HColor, _SColor, _SColor.a); 73 | float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp); 74 | 75 | // specular 76 | float spec = pow(ndh, s.Specular * 128.0) * s.Gloss; 77 | spec *= atten; 78 | spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec); 79 | 80 | // rim 81 | float rim = (1.0 - ndv) * ndl; 82 | rim *= atten; 83 | rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim); 84 | 85 | fixed3 lightColor = _LightColor0.rgb; 86 | 87 | fixed4 color; 88 | fixed3 diffuse = s.Albedo * lightColor * rampColor; 89 | fixed3 specular = _SpecColor.rgb * lightColor * spec; 90 | fixed3 rimColor = _RimColor.rgb * lightColor * _RimColor.a * rim; 91 | 92 | color.rgb = diffuse + specular + rimColor; 93 | color.a = s.Alpha; 94 | return color; 95 | } 96 | 97 | void surf(Input IN, inout SurfaceOutput o) 98 | { 99 | fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex); 100 | o.Albedo = mainTex.rgb * _Color.rgb; 101 | 102 | o.Alpha = mainTex.a * _Color.a; 103 | 104 | o.Specular = _Shininess; 105 | o.Gloss = mainTex.a; 106 | } 107 | 108 | ENDCG 109 | 110 | } 111 | FallBack "Diffuse" 112 | } 113 | -------------------------------------------------------------------------------- /Assets/Shaders/ToonShadowTexTwoStepsShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/ShadowTexture/TwoSteps" 2 | { 3 | Properties 4 | { 5 | // Colors 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | _HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0) 8 | _SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0) 9 | 10 | // texture 11 | _MainTex ("Main Texture", 2D) = "white" { } 12 | _ShadowTex ("Shadow Texture", 2D) = "white" { } 13 | 14 | // ramp 15 | _RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5 16 | _RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1 17 | 18 | // specular 19 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 20 | _SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1 21 | _Shininess ("Shininess", Range(0.001, 10)) = 0.2 22 | 23 | // rim light 24 | _RimColor ("Rim Color", Color) = (0.8, 0.8, 0.8, 0.6) 25 | _RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5 26 | _RimSmooth ("Rim Smooth", Range(0, 1)) = 0.1 27 | } 28 | 29 | SubShader 30 | { 31 | Tags { "RenderType" = "Opaque" } 32 | 33 | CGPROGRAM 34 | 35 | #pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass 36 | #pragma target 3.0 37 | 38 | fixed4 _Color; 39 | fixed4 _HColor; 40 | fixed4 _SColor; 41 | 42 | sampler2D _MainTex; 43 | sampler2D _ShadowTex; 44 | 45 | float _RampThreshold; 46 | float _RampSmooth; 47 | 48 | float _SpecSmooth; 49 | fixed _Shininess; 50 | 51 | fixed4 _RimColor; 52 | fixed _RimThreshold; 53 | float _RimSmooth; 54 | 55 | struct Input 56 | { 57 | float2 uv_MainTex; 58 | float3 viewDir; 59 | }; 60 | 61 | //Custom SurfaceOutput 62 | struct SurfaceOutputCustom 63 | { 64 | fixed3 Albedo; 65 | fixed3 Normal; 66 | fixed3 Emission; 67 | half Specular; 68 | fixed Gloss; 69 | fixed Alpha; 70 | fixed3 Shadow; 71 | }; 72 | 73 | inline fixed4 LightingToon(SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten) 74 | { 75 | half3 normalDir = normalize(s.Normal); 76 | half3 halfDir = normalize(lightDir + viewDir); 77 | 78 | float ndl = max(0, dot(normalDir, lightDir)); 79 | float ndh = max(0, dot(normalDir, halfDir)); 80 | float ndv = max(0, dot(normalDir, viewDir)); 81 | 82 | // two steps 83 | fixed3 ramp = smoothstep(_RampThreshold - _RampSmooth * 0.5, _RampThreshold + _RampSmooth * 0.5, ndl); 84 | ramp *= atten; 85 | 86 | s.Albedo = lerp(s.Shadow, s.Albedo, ramp); // shadow texture 87 | 88 | _SColor = lerp(_HColor, _SColor, _SColor.a); 89 | float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp); 90 | 91 | // specular 92 | float spec = pow(ndh, s.Specular * 128.0) * s.Gloss; 93 | spec *= atten; 94 | spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec); 95 | 96 | // rim 97 | float rim = (1.0 - ndv) * ndl; 98 | rim *= atten; 99 | rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim); 100 | 101 | fixed3 lightColor = _LightColor0.rgb; 102 | 103 | fixed4 color; 104 | fixed3 diffuse = s.Albedo * lightColor * rampColor; 105 | fixed3 specular = _SpecColor.rgb * lightColor * spec; 106 | fixed3 rimColor = _RimColor.rgb * lightColor * _RimColor.a * rim; 107 | 108 | color.rgb = diffuse + specular + rimColor; 109 | color.a = s.Alpha; 110 | return color; 111 | } 112 | 113 | void surf(Input IN, inout SurfaceOutputCustom o) 114 | { 115 | fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex); 116 | o.Albedo = mainTex.rgb * _Color.rgb; 117 | 118 | fixed4 shadowTex = tex2D(_ShadowTex, IN.uv_MainTex); 119 | o.Shadow = shadowTex.rgb; 120 | 121 | o.Alpha = mainTex.a * _Color.a; 122 | 123 | o.Specular = _Shininess; 124 | o.Gloss = mainTex.a; 125 | } 126 | 127 | ENDCG 128 | 129 | } 130 | FallBack "Diffuse" 131 | } 132 | -------------------------------------------------------------------------------- /Assets/Shaders/ToonMultiStepsShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Basic/MultiSteps" 2 | { 3 | Properties 4 | { 5 | // Colors 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | _HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0) 8 | _SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0) 9 | 10 | // texture 11 | _MainTex ("Main Texture", 2D) = "white" { } 12 | 13 | // ramp 14 | _ToonSteps ("Steps of Toon", range(1, 9)) = 2 15 | _RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5 16 | _RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1 17 | 18 | // specular 19 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 20 | _SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1 21 | _Shininess ("Shininess", Range(0.001, 10)) = 0.2 22 | 23 | // rim light 24 | _RimColor ("Rim Color", Color) = (0.8, 0.8, 0.8, 0.6) 25 | _RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5 26 | _RimSmooth ("Rim Smooth", Range(0, 1)) = 0.1 27 | } 28 | 29 | SubShader 30 | { 31 | Tags { "RenderType" = "Opaque" } 32 | 33 | CGPROGRAM 34 | 35 | #pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass 36 | #pragma target 3.0 37 | 38 | fixed4 _Color; 39 | fixed4 _HColor; 40 | fixed4 _SColor; 41 | 42 | sampler2D _MainTex; 43 | 44 | float _RampThreshold; 45 | float _RampSmooth; 46 | float _ToonSteps; 47 | 48 | float _SpecSmooth; 49 | fixed _Shininess; 50 | 51 | fixed4 _RimColor; 52 | fixed _RimThreshold; 53 | float _RimSmooth; 54 | 55 | struct Input 56 | { 57 | float2 uv_MainTex; 58 | float3 viewDir; 59 | }; 60 | 61 | float linearstep(float min, float max, float t) 62 | { 63 | return saturate((t - min) / (max - min)); 64 | } 65 | 66 | inline fixed4 LightingToon(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) 67 | { 68 | half3 normalDir = normalize(s.Normal); 69 | half3 halfDir = normalize(lightDir + viewDir); 70 | 71 | float ndl = max(0, dot(normalDir, lightDir)); 72 | float ndh = max(0, dot(normalDir, halfDir)); 73 | float ndv = max(0, dot(normalDir, viewDir)); 74 | 75 | // multi steps 76 | float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl); 77 | float interval = 1 / _ToonSteps; 78 | // float ramp = floor(diff * _ToonSteps) / _ToonSteps; 79 | float level = round(diff * _ToonSteps) / _ToonSteps; 80 | float ramp ; 81 | if (_RampSmooth == 1) 82 | { 83 | ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval; 84 | } 85 | else 86 | { 87 | ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval; 88 | } 89 | ramp = max(0, ramp); 90 | ramp *= atten; 91 | 92 | _SColor = lerp(_HColor, _SColor, _SColor.a); 93 | float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp); 94 | 95 | // specular 96 | float spec = pow(ndh, s.Specular * 128.0) * s.Gloss; 97 | spec *= atten; 98 | spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec); 99 | 100 | // rim 101 | float rim = (1.0 - ndv) * ndl; 102 | rim *= atten; 103 | rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim); 104 | 105 | fixed3 lightColor = _LightColor0.rgb; 106 | 107 | fixed4 color; 108 | fixed3 diffuse = s.Albedo * lightColor * rampColor; 109 | fixed3 specular = _SpecColor.rgb * lightColor * spec; 110 | fixed3 rimColor = _RimColor.rgb * lightColor * _RimColor.a * rim; 111 | 112 | color.rgb = diffuse + specular + rimColor; 113 | color.a = s.Alpha; 114 | return color; 115 | } 116 | 117 | void surf(Input IN, inout SurfaceOutput o) 118 | { 119 | fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex); 120 | o.Albedo = mainTex.rgb * _Color.rgb; 121 | 122 | o.Alpha = mainTex.a * _Color.a; 123 | 124 | o.Specular = _Shininess; 125 | o.Gloss = mainTex.a; 126 | } 127 | 128 | ENDCG 129 | 130 | } 131 | FallBack 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1 139 | realtimeReflectionProbes: 1 140 | billboardsFaceCameraPosition: 1 141 | vSyncCount: 1 142 | lodBias: 1.5 143 | maximumLODLevel: 0 144 | particleRaycastBudget: 1024 145 | asyncUploadTimeSlice: 2 146 | asyncUploadBufferSize: 4 147 | resolutionScalingFixedDPIFactor: 1 148 | excludedTargetPlatforms: [] 149 | - serializedVersion: 2 150 | name: Ultra 151 | pixelLightCount: 4 152 | shadows: 2 153 | shadowResolution: 2 154 | shadowProjection: 1 155 | shadowCascades: 4 156 | shadowDistance: 150 157 | shadowNearPlaneOffset: 3 158 | shadowCascade2Split: 0.33333334 159 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 160 | shadowmaskMode: 1 161 | blendWeights: 4 162 | textureQuality: 0 163 | anisotropicTextures: 1 164 | antiAliasing: 4 165 | softParticles: 1 166 | softVegetation: 1 167 | realtimeReflectionProbes: 1 168 | billboardsFaceCameraPosition: 1 169 | vSyncCount: 1 170 | lodBias: 2 171 | maximumLODLevel: 0 172 | particleRaycastBudget: 4096 173 | asyncUploadTimeSlice: 2 174 | asyncUploadBufferSize: 4 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSP2: 2 183 | Standalone: 5 184 | Tizen: 2 185 | WebGL: 3 186 | WiiU: 5 187 | Windows Store Apps: 5 188 | XboxOne: 5 189 | iPhone: 2 190 | tvOS: 2 191 | -------------------------------------------------------------------------------- /Assets/Shaders/ToonShadowTexMultiStepsShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/ShadowTexture/MultiSteps" 2 | { 3 | Properties 4 | { 5 | // Colors 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | _HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0) 8 | _SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0) 9 | 10 | // texture 11 | _MainTex ("Main Texture", 2D) = "white" { } 12 | _ShadowTex ("Shadow Texture", 2D) = "white" { } 13 | 14 | // ramp 15 | _ToonSteps ("Steps of Toon", range(1, 9)) = 2 16 | _RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5 17 | _RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1 18 | 19 | // specular 20 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 21 | _SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1 22 | _Shininess ("Shininess", Range(0.001, 10)) = 0.2 23 | 24 | // rim light 25 | _RimColor ("Rim Color", Color) = (0.8, 0.8, 0.8, 0.6) 26 | _RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5 27 | _RimSmooth ("Rim Smooth", Range(0, 1)) = 0.1 28 | } 29 | 30 | SubShader 31 | { 32 | Tags { "RenderType" = "Opaque" } 33 | 34 | CGPROGRAM 35 | 36 | #pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass 37 | #pragma target 3.0 38 | 39 | fixed4 _Color; 40 | fixed4 _HColor; 41 | fixed4 _SColor; 42 | 43 | sampler2D _MainTex; 44 | sampler2D _ShadowTex; 45 | 46 | float _RampThreshold; 47 | float _RampSmooth; 48 | float _ToonSteps; 49 | 50 | float _SpecSmooth; 51 | fixed _Shininess; 52 | 53 | fixed4 _RimColor; 54 | fixed _RimThreshold; 55 | float _RimSmooth; 56 | 57 | struct Input 58 | { 59 | float2 uv_MainTex; 60 | float3 viewDir; 61 | }; 62 | 63 | //Custom SurfaceOutput 64 | struct SurfaceOutputCustom 65 | { 66 | fixed3 Albedo; 67 | fixed3 Normal; 68 | fixed3 Emission; 69 | half Specular; 70 | fixed Gloss; 71 | fixed Alpha; 72 | fixed3 Shadow; 73 | }; 74 | 75 | float linearstep(float min, float max, float t) 76 | { 77 | return saturate((t - min) / (max - min)); 78 | } 79 | 80 | inline fixed4 LightingToon(SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten) 81 | { 82 | half3 normalDir = normalize(s.Normal); 83 | half3 halfDir = normalize(lightDir + viewDir); 84 | 85 | float ndl = max(0, dot(normalDir, lightDir)); 86 | float ndh = max(0, dot(normalDir, halfDir)); 87 | float ndv = max(0, dot(normalDir, viewDir)); 88 | 89 | // multi steps 90 | float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl); 91 | float interval = 1 / _ToonSteps; 92 | // float ramp = floor(diff * _ToonSteps) / _ToonSteps; 93 | float level = round(diff * _ToonSteps) / _ToonSteps; 94 | float ramp ; 95 | if (_RampSmooth == 1) 96 | { 97 | ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval; 98 | } 99 | else 100 | { 101 | ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval; 102 | } 103 | ramp = max(0, ramp); 104 | ramp *= atten; 105 | 106 | s.Albedo = lerp(s.Shadow, s.Albedo, ramp); // shadow texture 107 | 108 | _SColor = lerp(_HColor, _SColor, _SColor.a); 109 | float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp); 110 | 111 | // specular 112 | float spec = pow(ndh, s.Specular * 128.0) * s.Gloss; 113 | spec *= atten; 114 | spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec); 115 | 116 | // rim 117 | float rim = (1.0 - ndv) * ndl; 118 | rim *= atten; 119 | rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim); 120 | 121 | fixed3 lightColor = _LightColor0.rgb; 122 | 123 | fixed4 color; 124 | fixed3 diffuse = s.Albedo * lightColor * rampColor; 125 | fixed3 specular = _SpecColor.rgb * lightColor * spec; 126 | fixed3 rimColor = _RimColor.rgb * lightColor * _RimColor.a * rim; 127 | 128 | color.rgb = diffuse + specular + rimColor; 129 | color.a = s.Alpha; 130 | return color; 131 | } 132 | 133 | void surf(Input IN, inout SurfaceOutputCustom o) 134 | { 135 | fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex); 136 | o.Albedo = mainTex.rgb * _Color.rgb; 137 | 138 | fixed4 shadowTex = tex2D(_ShadowTex, IN.uv_MainTex); 139 | o.Shadow = shadowTex.rgb; 140 | 141 | o.Alpha = mainTex.a * _Color.a; 142 | 143 | o.Specular = _Shininess; 144 | o.Gloss = mainTex.a; 145 | } 146 | 147 | ENDCG 148 | 149 | } 150 | FallBack "Diffuse" 151 | } 152 | -------------------------------------------------------------------------------- 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serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/Models/TCP2_Demo_UnityChan.fbx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd6ec75974b69a3409711f8110698bbb 3 | ModelImporter: 4 | serializedVersion: 19 5 | fileIDToRecycleName: 6 | 100000: _body 7 | 100002: _eye 8 | 100004: _face 9 | 100006: _Fhair 10 | 100008: _Fhair2 11 | 100010: _head 12 | 100012: bone_eye_L 13 | 100014: bone_eye_R 14 | 100016: Character1_Head 15 | 100018: Character1_Hips 16 | 100020: 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