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| Shader "HHF/Tutorial/BaseLight" { 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 [KeywordEnum(Phong,BlinnPhong)]_SpecularMode("SpecularMode", int)=0 } SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SPECULARMODE_PHONG _SPECULARMODE_BLINNPHONG #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; };
CBUFFER_START(UnityPerMaterial) half4 _DiffuseColor; half4 _SpecularColor; float _SpecularGloss; CBUFFER_END v2f vert(appdata v) { v2f o = (v2f)0; o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.normalWS = TransformObjectToWorldNormal(v.normal.xyz); o.positionWS = TransformObjectToWorld(v.vertex.xyz);
return o; } half4 frag(v2f i) : SV_Target {
half4 c = 1;
Light mainLight = GetMainLight();
half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; c.rgb = ambient;
half3 N = normalize(i.normalWS); half3 L = normalize(mainLight.direction); half3 diffuse = mainLight.color * _DiffuseColor.rgb * saturate(dot(N, L)); c.rgb += diffuse;
half3 R = normalize(reflect(-L, N)); half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz); #if _SPECULARMODE_PHONG half ROV = dot(R, V); half3 specular = mainLight.color * _SpecularColor.rgb * pow(saturate(ROV), _SpecularGloss); c.rgb += specular; #endif #if _SPECULARMODE_BLINNPHONG half3 H = normalize(L + V); half NOH = dot(N, H); half3 specular = mainLight.color * _SpecularColor.rgb * pow(max(0, NOH), _SpecularGloss); c.rgb += specular; #endif return c; } ENDHLSL } } SubShader { Tags { "RenderType"="Opaque" }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SPECULARMODE_PHONG _SPECULARMODE_BLINNPHONG #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; };
half4 _DiffuseColor; half4 _SpecularColor; float _SpecularGloss;
v2f vert(appdata v) { v2f o = (v2f)0; o.positionCS = UnityObjectToClipPos(v.vertex); o.normalWS = UnityObjectToWorldNormal(v.normal); o.positionWS = mul(UNITY_MATRIX_M, v.vertex);
return o; } half4 frag(v2f i) : SV_Target {
half4 c = 1;
half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; c.rgb = ambient;
half3 N = normalize(i.normalWS); half3 L = normalize(_WorldSpaceLightPos0.xyz); half3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * saturate(dot(N, L)); c.rgb += diffuse;
half3 R = normalize(reflect(-L, N)); half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz); #if _SPECULARMODE_PHONG half ROV = dot(R, V); half3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(saturate(ROV), _SpecularGloss); c.rgb += specular; #endif #if _SPECULARMODE_BLINNPHONG half3 H = normalize(L + V); half NOH = dot(N, H); half3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, NOH), _SpecularGloss); c.rgb += specular; #endif return c; } ENDCG } } }
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