I’m trying to achieve a shading similar to the one on this image:
Image 1: Reference - Album on Imgur
To get something similar to this I wrote a toon ramp shader (similar to the one in the Standard Assets) with normal maps. The shader works, and without a normal map you can see the lighting bands strictly defined, with visible seams separating them (Image 2). But once you add a normal map, the toon bands won’ t have well defined seams anymore, and will blend smoothly all across the mesh (Image 3).
Image 2 & 3: Shader - Album on Imgur
This is my current shader:
Shader "Custom/ToonRampWithNormals"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap("Bumpmap", 2D) = "bump" {}
_Ramp("Toon Ramp", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Ramp
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _Ramp;
half4 LightingRamp(SurfaceOutput s, half3 lightDir, half atten) {
half NdotL = dot(s.Normal, lightDir);
half diff = NdotL * 0.5 + 0.5;
half3 ramp = tex2D(_Ramp, float2(diff,diff)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten;
c.a = s.Alpha;
return c;
}
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
half _Glossiness;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
So, what have I done wrong? How can I have well defined lighting bands and have normal mapping?
If you can think of a better way to achieve something similar to the reference or have any thoughts about it please share, any contribution is much appreciated.

