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| Shader "Popo/FragBlinnPhongSpecular" { Properties { _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1) _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1) _SpecularGloss ("Gloss Color", Range(8.0, 256)) = 20 } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _DiffuseColor; fixed4 _SpecularColor; float _SpecularGloss; 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 = mul(v.normal, (float3x3)unity_WorldToObject); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o; } fixed4 frag(v2f i) : SV_Target { fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * max(0, dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 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 } } FallBack "Specular" }
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