I followed this tutorial to create a toon shader: Unity Toon Shader Tutorial
However, I am working in a URP project and this shader does not work for URP. I made some adjustements to make it functional, however, it is unable to render any shadows.
I am a complete beginner when it comes to shaders and HLSL code. Could anyone explain how I need to adjust my current code to make it receive shadows in a URP project?
Shader "Roystan/Toon"
{
Properties
{
_Color("Color", Color) = (0.5, 0.65, 1, 1)
_MainTex("Main Texture", 2D) = "white" {}
[HDR]
_AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1)
[HDR]
_SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1)
_Glossiness("Glossiness", Float) = 32
[HDR]
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimAmount("Rim Amount", Range(0, 1)) = 0.716
_RimThreshold("Rim Threshold", Range(0, 1)) = 0.1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : NORMAL;
float3 viewDir : TEXCOORD1;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = WorldSpaceViewDir(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 _Color;
float4 _AmbientColor;
float _Glossiness;
float4 _SpecularColor;
float4 _RimColor;
float _RimAmount;
float _RimThreshold;
float4 frag (v2f i) : SV_Target
{
float3 normal = normalize(i.worldNormal);
float NdotL = dot(_WorldSpaceLightPos0, normal);
float lightIntensity = smoothstep(0, 0.01, NdotL);
float4 light = lightIntensity * _LightColor0;
float3 viewDir = normalize(i.viewDir);
float3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir);
float NdotH = dot(normal, halfVector);
float specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness);
float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);
float4 specular = specularIntensitySmooth * _SpecularColor;
float4 rimDot = 1 - dot(viewDir, normal);
float rimIntensity = rimDot * pow(NdotL, _RimThreshold);
rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
float4 rim = rimIntensity * _RimColor;
float4 sample = tex2D(_MainTex, i.uv);
return _Color * sample * (_AmbientColor + light + specular + rim);
}
ENDCG
}
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}