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66 lines
1.6 KiB
66 lines
1.6 KiB
3 years ago
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 6/Half Lambert" {
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Properties {
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_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
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}
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SubShader {
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Pass {
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Lighting.cginc"
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fixed4 _Diffuse;
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struct a2v {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float3 worldNormal : TEXCOORD0;
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};
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v2f vert(a2v v) {
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v2f o;
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// Transform the vertex from object space to projection space
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o.pos = UnityObjectToClipPos(v.vertex);
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// Transform the normal from object space to world space
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o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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// Get ambient term
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//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
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fixed3 ambient = ShadeSH9(fixed4(i.worldNormal,1));
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// Get the normal in world space
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fixed3 worldNormal = normalize(i.worldNormal);
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// Get the light direction in world space
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fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
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// Compute diffuse term
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fixed halfLambert = dot(worldNormal, worldLightDir) * 0.5 + 0.5;
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fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * halfLambert;
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//fixed3 color = ambient + diffuse;
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fixed3 color = ambient;
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return fixed4(color, 1.0);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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