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85 lines
2.0 KiB
85 lines
2.0 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Unlit/ShaderTest3"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color",Color)=(1,1,1,1)
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_Specular("Specular",Color)=(1,1,1,1)
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_Gloss("Gloss",Range(8.0,256))=20
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}
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SubShader
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{
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Tags { "RenderType"="Opaque"
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"LightMode"="ForwardBase"}
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float3 worldNormal : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float2 uv : TEXCOORD2;
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UNITY_FOG_COORDS(1)
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float4 pos : SV_POSITION;
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};
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Specular;
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float _Gloss;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed3 worldNormal = normalize(i.worldNormal);
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fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
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fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
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fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
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fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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fixed3 halfDir = normalize(worldLightDir + viewDir);
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fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
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// sample the texture
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//fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return fixed4(ambient + diffuse + specular,1.0);
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}
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ENDCG
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}
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}
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FallBack "Specular"
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}
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