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					85 lines
				
				2.0 KiB
			
		
		
			
		
	
	
					85 lines
				
				2.0 KiB
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											4 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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