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89 lines
2.2 KiB
89 lines
2.2 KiB
// 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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