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83 lines
2.3 KiB
83 lines
2.3 KiB
// 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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