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73 lines
2.0 KiB
73 lines
2.0 KiB
// 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 Vertex-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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fixed3 color : COLOR; |
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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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// Get ambient term |
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//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; |
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// Transform the normal from object space to world space |
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fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); |
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// Get the light direction in world space |
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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 - mul(unity_ObjectToWorld, v.vertex).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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//o.color = ambient + diffuse + specular; |
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o.color = specular; |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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return fixed4(i.color, 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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