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.
188 lines
5.6 KiB
188 lines
5.6 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
|
|
|
Shader "Unity Shaders Book/Common/Bumped Specular" { |
|
Properties { |
|
_Color ("Color Tint", Color) = (1, 1, 1, 1) |
|
_MainTex ("Main Tex", 2D) = "white" {} |
|
_BumpMap ("Normal Map", 2D) = "bump" {} |
|
_Specular ("Specular Color", Color) = (1, 1, 1, 1) |
|
_Gloss ("Gloss", Range(8.0, 256)) = 20 |
|
} |
|
SubShader { |
|
Tags { "RenderType"="Opaque" "Queue"="Geometry"} |
|
|
|
Pass { |
|
Tags { "LightMode"="ForwardBase" } |
|
|
|
CGPROGRAM |
|
|
|
#pragma multi_compile_fwdbase |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
|
|
#include "UnityCG.cginc" |
|
#include "Lighting.cginc" |
|
#include "AutoLight.cginc" |
|
|
|
fixed4 _Color; |
|
sampler2D _MainTex; |
|
float4 _MainTex_ST; |
|
sampler2D _BumpMap; |
|
float4 _BumpMap_ST; |
|
fixed4 _Specular; |
|
float _Gloss; |
|
|
|
struct a2v { |
|
float4 vertex : POSITION; |
|
float3 normal : NORMAL; |
|
float4 tangent : TANGENT; |
|
float4 texcoord : TEXCOORD0; |
|
}; |
|
|
|
struct v2f { |
|
float4 pos : SV_POSITION; |
|
float4 uv : TEXCOORD0; |
|
float4 TtoW0 : TEXCOORD1; |
|
float4 TtoW1 : TEXCOORD2; |
|
float4 TtoW2 : TEXCOORD3; |
|
SHADOW_COORDS(4) |
|
}; |
|
|
|
v2f vert(a2v v) { |
|
v2f o; |
|
o.pos = UnityObjectToClipPos(v.vertex); |
|
|
|
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; |
|
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; |
|
|
|
TANGENT_SPACE_ROTATION; |
|
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); |
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); |
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; |
|
|
|
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); |
|
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); |
|
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); |
|
|
|
TRANSFER_SHADOW(o); |
|
|
|
return o; |
|
} |
|
|
|
fixed4 frag(v2f i) : SV_Target { |
|
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); |
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); |
|
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); |
|
|
|
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw)); |
|
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); |
|
|
|
fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb; |
|
|
|
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; |
|
|
|
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir)); |
|
|
|
fixed3 halfDir = normalize(lightDir + viewDir); |
|
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss); |
|
|
|
UNITY_LIGHT_ATTENUATION(atten, i, worldPos); |
|
|
|
return fixed4(ambient + (diffuse + specular) * atten, 1.0); |
|
} |
|
|
|
ENDCG |
|
} |
|
|
|
Pass { |
|
Tags { "LightMode"="ForwardAdd" } |
|
|
|
Blend One One |
|
|
|
CGPROGRAM |
|
|
|
#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 _Color; |
|
sampler2D _MainTex; |
|
float4 _MainTex_ST; |
|
sampler2D _BumpMap; |
|
float4 _BumpMap_ST; |
|
float _BumpScale; |
|
fixed4 _Specular; |
|
float _Gloss; |
|
|
|
struct a2v { |
|
float4 vertex : POSITION; |
|
float3 normal : NORMAL; |
|
float4 tangent : TANGENT; |
|
float4 texcoord : TEXCOORD0; |
|
}; |
|
|
|
struct v2f { |
|
float4 pos : SV_POSITION; |
|
float4 uv : TEXCOORD0; |
|
float4 TtoW0 : TEXCOORD1; |
|
float4 TtoW1 : TEXCOORD2; |
|
float4 TtoW2 : TEXCOORD3; |
|
SHADOW_COORDS(4) |
|
}; |
|
|
|
v2f vert(a2v v) { |
|
v2f o; |
|
o.pos = UnityObjectToClipPos(v.vertex); |
|
|
|
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; |
|
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; |
|
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); |
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); |
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; |
|
|
|
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); |
|
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); |
|
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); |
|
|
|
TRANSFER_SHADOW(o); |
|
|
|
return o; |
|
} |
|
|
|
fixed4 frag(v2f i) : SV_Target { |
|
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); |
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); |
|
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); |
|
|
|
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw)); |
|
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); |
|
|
|
fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb; |
|
|
|
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir)); |
|
|
|
fixed3 halfDir = normalize(lightDir + viewDir); |
|
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss); |
|
|
|
UNITY_LIGHT_ATTENUATION(atten, i, worldPos); |
|
|
|
return fixed4((diffuse + specular) * atten, 1.0); |
|
} |
|
|
|
ENDCG |
|
} |
|
} |
|
FallBack "Specular" |
|
}
|
|
|