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61 lines
1.9 KiB
61 lines
1.9 KiB
3 years ago
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Shader "Unity Shaders Book/Chapter 17/Normal Extrusion" {
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Properties {
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_ColorTint ("Color Tint", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Amount ("Extrusion Amount", Range(-0.5, 0.5)) = 0.1
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 300
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CGPROGRAM
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// surf - which surface function.
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// CustomLambert - which lighting model to use.
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// vertex:myvert - use custom vertex modification function.
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// finalcolor:mycolor - use custom final color modification function.
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// addshadow - generate a shadow caster pass. Because we modify the vertex position, the shder needs special shadows handling.
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// exclude_path:deferred/exclude_path:prepas - do not generate passes for deferred/legacy deferred rendering path.
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// nometa - do not generate a “meta” pass (that’s used by lightmapping & dynamic global illumination to extract surface information).
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#pragma surface surf CustomLambert vertex:myvert finalcolor:mycolor addshadow exclude_path:deferred exclude_path:prepass nometa
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#pragma target 3.0
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fixed4 _ColorTint;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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half _Amount;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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};
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void myvert (inout appdata_full v) {
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v.vertex.xyz += v.normal * _Amount;
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}
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb;
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o.Alpha = tex.a;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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half4 LightingCustomLambert (SurfaceOutput s, half3 lightDir, half atten) {
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half NdotL = dot(s.Normal, lightDir);
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half4 c;
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c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten);
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c.a = s.Alpha;
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return c;
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}
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void mycolor (Input IN, SurfaceOutput o, inout fixed4 color) {
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color *= _ColorTint;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Diffuse"
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}
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