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Shader "Unity Shaders Book/Chapter 9/Forward Rendering" { Properties { _Diffuse ("Diffuse", Color) = (1, 1, 1, 1) _Specular ("Specular", Color) = (1, 1, 1, 1) _Gloss ("Gloss", Range(8.0, 256)) = 20 } SubShader { Tags { "RenderType"="Opaque" } Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
fixed atten = 1.0; return fixed4(ambient + (diffuse + specular) * atten, 1.0); } ENDCG } Pass { Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma multi_compile_fwdadd #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); #ifdef USING_DIRECTIONAL_LIGHT fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); #else fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); #endif fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); #ifdef USING_DIRECTIONAL_LIGHT fixed atten = 1.0; #else #if defined (POINT) float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz; fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #elif defined (SPOT) float4 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)); fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #else fixed atten = 1.0; #endif #endif
return fixed4((diffuse + specular) * atten, 1.0); } ENDCG } } FallBack "Specular" }
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