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90 lines
2.5 KiB
90 lines
2.5 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 7/Mask Texture" {
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Properties {
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale("Bump Scale", Float) = 1.0
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_SpecularMask ("Specular Mask", 2D) = "white" {}
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_SpecularScale ("Specular Scale", Range(0.0,1.0)) = 1.0
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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 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _BumpMap;
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float _BumpScale;
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sampler2D _SpecularMask;
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float _SpecularScale;
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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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float4 tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 lightDir: TEXCOORD1;
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float3 viewDir : TEXCOORD2;
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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TANGENT_SPACE_ROTATION;
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o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
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o.viewDir = mul(rotation, ObjSpaceViewDir(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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fixed3 tangentLightDir = normalize(i.lightDir);
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fixed3 tangentViewDir = normalize(i.viewDir);
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fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));
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tangentNormal.xy *= _BumpScale;
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tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
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fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
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fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
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fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
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// Get the mask value
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fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale;
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// Compute specular term with the specular mask
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fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss) * specularMask;
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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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