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Cg per-pixel lighting with vertex lights

2015-10-16 10:04 351 查看
Shader "Custom/Cg per-pixel lighting with vertex lights"
{
Properties
{
_Color("Diffuse Material Color",Color) = (1,1,1,1)
_SpecColor("Specular Material Color",Color) = (1,1,1,1)
_Shininess("Shininess",Float) = 10
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
uniform float4 _LightColor0;

uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;

struct vertexInput
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct vertexOutput
{
float4 pos:SV_POSITION;
float4 posWorld:TEXCOORD0 ;
float3 normalDir:TEXCOORD1  ;
float3 vertexLighting:TEXCOORD2 ;
};

vertexOutput vert(vertexInput input)
{
vertexOutput output;

float4x4 modelMatrix = _Object2World ;
float4x4 modelMatrixInverse = _World2Object;

output.posWorld = mul(modelMatrix,input.vertex);
output.normalDir = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP,input.vertex);

output.vertexLighting = float3(0,0,0);
#ifdef VERTEXLIGHT_ON
for(int index = 0;index<4;index++)
{
float4 lightPosition = float4(unity_4LightPosX0[index],unity_4LightPosY0[index],unity_4LightPosZ0[index],1.0);
float3 vertexToLightSource = lightPosition.xyz - output.posWorld.xyz;
float3 lightDirection = normalize(vertexToLightSource);
float squaredDistance = dot(vertexToLightSource,vertexToLightSource);
float attenuation = 1.0/(1.0 + unity_4LightAtten0[index] * squaredDistance);
float3 diffuseReflection = attenuation * unity_LightColor[index].rgb * _Color.rgb * max(0.0,dot(output.normalDir,lightDirection));

output.vertexLighting = output.vertexLighting + diffuseReflection;
}
#endif
return output;
}
float4 frag(vertexOutput input):COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection;
float attenuation;

if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}

float3 ambientLighting =
UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;

float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));

float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}

return float4(input.vertexLighting + ambientLighting
+ diffuseReflection + specularReflection, 1.0);
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardAdd" }
// pass for additional light sources
Blend One One // additive blending

CGPROGRAM

#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")

// User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;

struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
};

vertexOutput vert(vertexInput input)
{
vertexOutput output;

float4x4 modelMatrix = _Object2World;
float4x4 modelMatrixInverse = _World2Object;

output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}

float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);

float3 viewDirection = normalize(
_WorldSpaceCameraPos.xyz - input.posWorld.xyz);
float3 lightDirection;
float attenuation;

if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}

float3 diffuseReflection =
attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));

float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}

return float4(diffuseReflection
+ specularReflection, 1.0);
// no ambient lighting in this pass
}

ENDCG
}

}
Fallback "Specular"
}
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