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| Shader "Popo/DiffuseRampTexture" { Properties { _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1) _RampTex ("Ramp Tex", 2D) = "white" {} _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) _SpecularGloss ("Specular Gloss", Range(8.0, 256)) = 20 }
SubShader { Pass { Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert #pragma fragment frag
#include "Lighting.cginc"
fixed4 _DiffuseColor; sampler2D _RampTex; float4 _RampTex_ST; fixed4 _SpecularColor; float _SpecularGloss;
struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; };
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(UnityWorldSpaceLightDir(i.worldPos)); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5; fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _DiffuseColor.rgb; fixed3 diffuse = _LightColor0.rgb * diffuseColor; fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(worldNormal, halfDir)), _SpecularGloss);
return fixed4(ambient + diffuse + specular, 1.0); }
ENDCG } } }
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