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| Shader "Popo/NormalInWorld" { Properties { _Color("Color", Color) = (1, 1, 1, 1) _MainTex("Main Tex", 2D) = "white" {} _NormalTex("Normal Tex", 2D) = "bump" {} _NormalFac("Normal Fac", Float) = 1.0 _SpecularColor("Specular Color", Color) = (1, 1, 1, 1) _SpecularGloss("Specular Gloss", Range(1.0, 256)) = 8 }
SubShader { Pass { Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert #pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _NormalTex; float4 _NormalTex_ST; float _NormalFac; fixed4 _SpecularColor; float _SpecularGloss;
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; };
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 * _NormalTex_ST.xy + _NormalTex_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);
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 tNormal = UnpackNormal(tex2D(_NormalTex, i.uv.zw));
tNormal.xy *= _NormalFac; tNormal.z = sqrt(1.0 - saturate(dot(tNormal.xy, tNormal.xy)));
tNormal = normalize(half3(dot(i.TtoW0.xyz, tNormal), dot(i.TtoW1.xyz, tNormal), dot(i.TtoW2.xyz, tNormal)));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tNormal, lightDir));
fixed3 halfDir = normalize(lightDir + viewDir); fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(tNormal, halfDir)), _SpecularGloss);
return fixed4(ambient + diffuse + specular, 1.0); }
ENDCG } }
FallBack "Specular" }
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