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" }
相关文章推荐
- unity实现多点触控代码
- 在Unity中实现动画的正反播放代码
- unity实现摄像头跟随
- Unity3D上路_01-2D太空射击游戏
- Unity3D上路_02-第一视角射击游戏
- Unity3D上路_03-塔防游戏
- Unity3D上路_04-基础资源介绍
- Unity3D上路_05-网络相关
- [软件资讯]Unity已支持将3D游戏导出成Flash
- Unity 武器拖尾效果
- unity常见问题之20题
- 反编译ARB program to GLSL shader日记
- Unity3D动画存储插件
- unity 赛车相机跟随物体移动
- 虚幻3引擎
- Unity 预编译宏
- 基于顶点纹理的无限大海水仿真
- Unity AssetDatabase类
- VS2013中 命名空间“UnityEngine”中不存在类型或命名空间名称“UI”。是否缺少程序集引用?
- 图形加速卡技术 [专业的基础技术文章]