Custom toon shader lighting model thing
Here's a custom lighting model that uses a texture (ideally it will be a horizontal greyscale gradient) to create toonshading style shading bands.. You know the kind... Diffuse is calculated as in Lamber - dot product of surface normal and light direction the h value here is not the halfway vector - it is a float that takes the diffuse value, halves it and adds 0.5 to get a value between 0 and 1. Remember if the vector is facing away from the other in a dot product, it will return a value of minus one. -1 x 0.5 +0.5 will be 0. This h value is then assigned to a float2 "rh", which acts as a UV value for the variable "ramp". We now have a greyscale value from the texture. The final colour is calculated by multiplying the albedo by light colour and the ramp value. I guess you could also multiply it by the attenuation if you were after a non-flat shader too Shader "Dave/ToonRamp"{ Properties{ _Color ("Color",color)=...