procedural-3d-engine/shaders/hlsl/stencilbuffer/toon.frag

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 color;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float intensity = dot(N,L);
if (intensity > 0.98)
color = input.Color * 1.5;
else if (intensity > 0.9)
color = input.Color * 1.0;
else if (intensity > 0.5)
color = input.Color * 0.6;
else if (intensity > 0.25)
color = input.Color * 0.4;
else
color = input.Color * 0.2;
// Desaturate a bit
color = lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, 0.1);
return float4(color, 1);
}