You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
155 lines
4.0 KiB
155 lines
4.0 KiB
3 years ago
|
// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'
|
||
|
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
Shader "Unity Shaders Book/Chapter 9/Shadow" {
|
||
|
Properties {
|
||
|
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
|
||
|
_Specular ("Specular", Color) = (1, 1, 1, 1)
|
||
|
_Gloss ("Gloss", Range(8.0, 256)) = 20
|
||
|
}
|
||
|
SubShader {
|
||
|
Tags { "RenderType"="Opaque" }
|
||
|
|
||
|
Pass {
|
||
|
// Pass for ambient light & first pixel light (directional light)
|
||
|
Tags { "LightMode"="ForwardBase" }
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
// Apparently need to add this declaration
|
||
|
#pragma multi_compile_fwdbase
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
// Need these files to get built-in macros
|
||
|
#include "Lighting.cginc"
|
||
|
#include "AutoLight.cginc"
|
||
|
|
||
|
fixed4 _Diffuse;
|
||
|
fixed4 _Specular;
|
||
|
float _Gloss;
|
||
|
|
||
|
struct a2v {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 normal : NORMAL;
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float3 worldNormal : TEXCOORD0;
|
||
|
float3 worldPos : TEXCOORD1;
|
||
|
SHADOW_COORDS(2)
|
||
|
};
|
||
|
|
||
|
v2f vert(a2v v) {
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
|
||
|
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
|
||
|
// Pass shadow coordinates to pixel shader
|
||
|
TRANSFER_SHADOW(o);
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag(v2f i) : SV_Target {
|
||
|
fixed3 worldNormal = normalize(i.worldNormal);
|
||
|
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
|
||
|
|
||
|
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
|
||
|
|
||
|
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
|
||
|
|
||
|
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
|
||
|
fixed3 halfDir = normalize(worldLightDir + viewDir);
|
||
|
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
|
||
|
|
||
|
fixed atten = 1.0;
|
||
|
|
||
|
fixed shadow = SHADOW_ATTENUATION(i);
|
||
|
|
||
|
return fixed4(ambient + (diffuse + specular) * atten * shadow, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass {
|
||
|
// Pass for other pixel lights
|
||
|
Tags { "LightMode"="ForwardAdd" }
|
||
|
|
||
|
Blend One One
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
// Apparently need to add this declaration
|
||
|
#pragma multi_compile_fwdadd
|
||
|
// Use the line below to add shadows for point and spot lights
|
||
|
// #pragma multi_compile_fwdadd_fullshadows
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#include "Lighting.cginc"
|
||
|
#include "AutoLight.cginc"
|
||
|
|
||
|
fixed4 _Diffuse;
|
||
|
fixed4 _Specular;
|
||
|
float _Gloss;
|
||
|
|
||
|
struct a2v {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 normal : NORMAL;
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 position : SV_POSITION;
|
||
|
float3 worldNormal : TEXCOORD0;
|
||
|
float3 worldPos : TEXCOORD1;
|
||
|
};
|
||
|
|
||
|
v2f vert(a2v v) {
|
||
|
v2f o;
|
||
|
o.position = UnityObjectToClipPos(v.vertex);
|
||
|
|
||
|
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag(v2f i) : SV_Target {
|
||
|
fixed3 worldNormal = normalize(i.worldNormal);
|
||
|
#ifdef USING_DIRECTIONAL_LIGHT
|
||
|
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
|
||
|
#else
|
||
|
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
|
||
|
#endif
|
||
|
|
||
|
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
|
||
|
|
||
|
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
|
||
|
fixed3 halfDir = normalize(worldLightDir + viewDir);
|
||
|
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
|
||
|
|
||
|
#ifdef USING_DIRECTIONAL_LIGHT
|
||
|
fixed atten = 1.0;
|
||
|
#else
|
||
|
float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz;
|
||
|
fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
|
||
|
#endif
|
||
|
|
||
|
return fixed4((diffuse + specular) * atten, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack "Specular"
|
||
|
}
|