NiloToon 같이 만들어 보고 싶어서 NiloToon 공개 소스를 참조한 URPSimpleGenshin Shader를 좀 개조해서 기능 추가 해봄.
// Based on SimpleGenshinFacial shader // Simplified NiloToon Shader for Unity URP
/* CustomURPToon Shader - A simplified toon shader based on SimpleGenshinFacial Features: - Basic toon lighting with cel shading - Rim lighting - Outline rendering - Face shadow mapping support - Mobile optimized */
Add objects rendered with this shader to the Transparent queue by adding “Queue”=“Transparent” to the subshader’s Tags list. Add “alpha” to the surface function declaration, after the lighting function declaration, so the line becomes “#pragma surface surf Lambert alpha” Actually set the alpha to something in the surface function, i.e. set o.Alpha = whatever you want. I have done these modifications and used the _ColorTint’s alpha channel in the example. Then the shader becomes this:
Shader "-smn-/GlowingBorder" {
Properties {
_ColorTint("ColorTint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
_RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
_RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
_RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
}
SubShader {
Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert alpha
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColorOuter;
float4 _RimColorInner;
float _RimPowerOuter;
float _RimPowerInner;
void surf (Input IN, inout SurfaceOutput o) {
IN.color = _ColorTint;
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = _ColorTint.a; // For example. Could also be the alpha channel on the interpolated vertex color (IN.color.a), or the one from the texture.
half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
}
ENDCG
}
FallBack "Diffuse"
}