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| Shader "TeachShader/BumpedSpecular" { Properties { _MainColor("MainColor", Color) = (1, 1, 1, 1) _MainTex("MainTex", 2D) = ""{} _BumpMap("BumpMap", 2D) = ""{} _BumpScale("BumpScale", Range(0, 1)) = 1 _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) _SpecularNum("SpecularNum", Range(0, 20)) = 18 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
Pass { Tags { "LightMode" = "ForwardBase" }
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase
#include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct v2f { float4 pos: SV_POSITION; float4 uv: TEXCOORD0; float4 tangentToWorld0: TEXCOORD1; float4 tangentToWorld1: TEXCOORD2; float4 tangentToWorld2: TEXCOORD3; SHADOW_COORDS(4) };
float4 _MainColor; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; float _BumpScale; float4 _SpecularColor; fixed _SpecularNum;
v2f vert (appdata_full v) { v2f data; data.pos = UnityObjectToClipPos(v.vertex); data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 worldPos = mul(unity_ObjectToWorld, v.vertex); float3 worldNormal = UnityObjectToWorldNormal(v.normal); float3 worldTangent = UnityObjectToWorldDir(v.tangent); float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w; data.tangentToWorld0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); data.tangentToWorld1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); data.tangentToWorld2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); TRANSFER_SHADOW(data)
return data; }
fixed4 frag (v2f i) : SV_Target { fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); float3 worldPos = float3(i.tangentToWorld0.w, i.tangentToWorld1.w, i.tangentToWorld2.w); fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); float4 packedNormal = tex2D(_BumpMap, i.uv.zw); float3 tangentNormal = UnpackNormal(packedNormal); tangentNormal.xy *= _BumpScale; tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); float3 worldNormal = float3( dot(i.tangentToWorld0.xyz, tangentNormal), dot(i.tangentToWorld1.xyz, tangentNormal), dot(i.tangentToWorld2.xyz, tangentNormal) );
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb; fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, lightDir)); float3 halfA = normalize(viewDir + lightDir); fixed3 specularColor = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(worldNormal, halfA)), _SpecularNum); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + (lambertColor + specularColor) * atten;
return fixed4(color.rgb, 1); } ENDCG }
Pass { Tags { "LightMode" = "ForwardAdd" } Blend One One
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdadd
#include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct v2f { float4 pos: SV_POSITION; float4 uv: TEXCOORD0; float4 tangentToWorld0: TEXCOORD1; float4 tangentToWorld1: TEXCOORD2; float4 tangentToWorld2: TEXCOORD3; SHADOW_COORDS(4) };
float4 _MainColor; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; float _BumpScale; float4 _SpecularColor; fixed _SpecularNum;
v2f vert (appdata_full v) { v2f data; data.pos = UnityObjectToClipPos(v.vertex); data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 worldPos = mul(unity_ObjectToWorld, v.vertex); float3 worldNormal = UnityObjectToWorldNormal(v.normal); float3 worldTangent = UnityObjectToWorldDir(v.tangent); float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w; data.tangentToWorld0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); data.tangentToWorld1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); data.tangentToWorld2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); TRANSFER_SHADOW(data)
return data; }
fixed4 frag (v2f i) : SV_Target { float3 worldPos = float3(i.tangentToWorld0.w, i.tangentToWorld1.w, i.tangentToWorld2.w); #if defined(_DIRECTIONAL_LIGHT) fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); #else fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz - worldPos); #endif fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); float4 packedNormal = tex2D(_BumpMap, i.uv.zw); float3 tangentNormal = UnpackNormal(packedNormal); tangentNormal.xy *= _BumpScale; tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); float3 worldNormal = float3( dot(i.tangentToWorld0.xyz, tangentNormal), dot(i.tangentToWorld1.xyz, tangentNormal), dot(i.tangentToWorld2.xyz, tangentNormal) );
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb; fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, lightDir)); float3 halfA = normalize(viewDir + lightDir); fixed3 specularColor = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(worldNormal, halfA)), _SpecularNum); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); fixed3 color = (lambertColor + specularColor) * atten;
return fixed4(color.rgb, 1); } ENDCG } }
Fallback "Specular" }
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