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76 lines
2.1 KiB
76 lines
2.1 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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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/Specular Pixel-Level" {
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Properties {
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//_Diffuse ("Diffuse", 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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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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fixed4 _Specular;
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float _Gloss;
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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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float3 worldPos : TEXCOORD1;
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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 = UnityObjectToWorldNormal(v.normal);
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// Transform the vertex from object spacet to world space
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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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 worldNormal = normalize(i.worldNormal);
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fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
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// Compute diffuse term
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// fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
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// Get the reflect direction in world space
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fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
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// Get the view direction in world space
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fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
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// Compute specular term
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fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
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//return fixed4(ambient + diffuse + specular, 1.0);
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return fixed4(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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