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Shader "Unity Shaders Book/Chapter 7/Normal Map In Tangent Space" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) _MainTex ("Main Tex", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Bump Scale", Float) = 1.0 _Specular ("Specular", Color) = (1, 1, 1, 1) _Gloss ("Gloss", Range(8.0, 256)) = 20 } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.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; float3 lightDir: TEXCOORD1; float3 viewDir : TEXCOORD2; };
float4x4 inverse(float4x4 input) { #define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c)) float4x4 cofactors = float4x4( minor(_22_23_24, _32_33_34, _42_43_44), -minor(_21_23_24, _31_33_34, _41_43_44), minor(_21_22_24, _31_32_34, _41_42_44), -minor(_21_22_23, _31_32_33, _41_42_43), -minor(_12_13_14, _32_33_34, _42_43_44), minor(_11_13_14, _31_33_34, _41_43_44), -minor(_11_12_14, _31_32_34, _41_42_44), minor(_11_12_13, _31_32_33, _41_42_43), minor(_12_13_14, _22_23_24, _42_43_44), -minor(_11_13_14, _21_23_24, _41_43_44), minor(_11_12_14, _21_22_24, _41_42_44), -minor(_11_12_13, _21_22_23, _41_42_43), -minor(_12_13_14, _22_23_24, _32_33_34), minor(_11_13_14, _21_23_24, _31_33_34), -minor(_11_12_14, _21_22_24, _31_32_34), minor(_11_12_13, _21_22_23, _31_32_33) ); #undef minor return transpose(cofactors) / determinant(input); }
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;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
float3x3 worldToTangent = float3x3(worldTangent, worldBinormal, worldNormal); o.lightDir = mul(worldToTangent, WorldSpaceLightDir(v.vertex)); o.viewDir = mul(worldToTangent, WorldSpaceViewDir(v.vertex));
return o; } fixed4 frag(v2f i) : SV_Target { fixed3 tangentLightDir = normalize(i.lightDir); fixed3 tangentViewDir = normalize(i.viewDir); fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw); fixed3 tangentNormal;
tangentNormal = UnpackNormal(packedNormal); tangentNormal.xy *= _BumpScale; tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss); return fixed4(ambient + diffuse + specular, 1.0); } ENDCG } } FallBack "Specular" }
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