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150 lines
3.9 KiB
150 lines
3.9 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 9/Attenuation And Shadow Use Build-in Functions" {
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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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Tags { "RenderType"="Opaque" }
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Pass {
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// Pass for ambient light & first pixel light (directional light)
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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// Apparently need to add this declaration
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#pragma multi_compile_fwdbase
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#pragma vertex vert
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#pragma fragment frag
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// Need these files to get built-in macros
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#include "Lighting.cginc"
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#include "AutoLight.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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SHADOW_COORDS(2)
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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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// Pass shadow coordinates to pixel shader
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TRANSFER_SHADOW(o);
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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 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
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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 = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
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// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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return fixed4(ambient + (diffuse + specular) * atten, 1.0);
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}
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ENDCG
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}
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Pass {
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// Pass for other pixel lights
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Tags { "LightMode"="ForwardAdd" }
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Blend One One
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CGPROGRAM
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// Apparently need to add this declaration
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#pragma multi_compile_fwdadd
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// Use the line below to add shadows for point and spot lights
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// #pragma multi_compile_fwdadd_fullshadows
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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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#include "AutoLight.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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SHADOW_COORDS(2)
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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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// Pass shadow coordinates to pixel shader
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TRANSFER_SHADOW(o);
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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 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
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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 = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
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// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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return fixed4((diffuse + specular) * atten, 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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