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90 lines
2.2 KiB
90 lines
2.2 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Unlit/ShaderTest4"
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{
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Properties
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{
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_Color("Color Tint",Color) = (1,1,1,1)
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_RampTex("Ramp Tex",2D) = "white" {}
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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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float4 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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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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};
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fixed4 _Color;
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sampler2D _RampTex;
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float4 _RampTex_ST;
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float4 _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.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.texcoord, _RampTex);
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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 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
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fixed halfLambert = 0.5 * dot(worldNormal,worldLightDir)+0.5;
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fixed3 diffuseColor = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb;
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fixed3 diffuse = _LightColor0.rgb * diffuseColor;
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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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