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155 lines
4.2 KiB
155 lines
4.2 KiB
// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight' |
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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/Forward Rendering" { |
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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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#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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float3 worldNormal : TEXCOORD0; |
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float3 worldPos : TEXCOORD1; |
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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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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(_WorldSpaceLightPos0.xyz); |
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//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; |
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fixed3 ambient = ShadeSH9(fixed4(i.worldNormal,1)); |
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fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); |
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fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); |
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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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fixed atten = 1.0; |
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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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#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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}; |
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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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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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#ifdef USING_DIRECTIONAL_LIGHT |
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fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); |
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#else |
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fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); |
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#endif |
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fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); |
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fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); |
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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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#ifdef USING_DIRECTIONAL_LIGHT |
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// 使用其他平行光 |
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fixed atten = 1.0; |
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#else |
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#if defined (POINT) |
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// 点光源处理 |
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float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz; |
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fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; |
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#elif defined (SPOT) |
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// 聚光源处理 |
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float4 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)); |
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fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; |
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#else |
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fixed atten = 1.0; |
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#endif |
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#endif |
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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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