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84 lines
2.3 KiB
84 lines
2.3 KiB
3 years ago
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 7/Ramp Texture" {
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Properties {
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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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_SpeRampTex ("Spe 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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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 _RampTex;
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float4 _RampTex_ST;
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sampler2D _SpeRampTex;
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float4 _SpeRampTex_ST;
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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 texcoord : TEXCOORD0;
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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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float2 uv : 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.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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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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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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//fixed3 ambient = ShadeSH9(fixed4(worldNormal,1));
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// Use the texture to sample the diffuse color
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fixed lambert = dot(worldNormal, worldLightDir);
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fixed halfLambert = 0.5 * lambert + 0.5;
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fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
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diffuseColor = fixed3(diffuseColor.r,diffuseColor.g,diffuseColor.b);
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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 = pow(max(0, dot(worldNormal, halfDir)), _Gloss);
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specular = tex2D(_SpeRampTex, fixed2(specular.r, specular.r)).rgb/2 * _LightColor0.rgb * _Specular.rgb;
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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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