Cg per-vertex lighting

Shader "Custom/Cg per-vertex lighting"
{
	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 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 col:COLOR;
			};
			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;
				float4x4 modelMatrix = _Object2World;
				float4x4 modelMatrixInverse = _World2Object;


				float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz);
				float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix,input.vertex).xyz);
				float3 lightDirection;
				float attenuation;


				if(0.0==_WorldSpaceLightPos0.w)
				{
					attenuation = 1.0;
					lightDirection = normalize(_WorldSpaceLightPos0.xyz);
				}
				else
				{
					float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex).xyz;
					float distance = length(vertexToLightSource);
					attenuation = 1.0/distance;
					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)
				{
					specularReflection = float3(0.0,0.0,0.0);
				}
				else
				{
					specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0,dot(reflect(-lightDirection ,normalDirection),viewDirection)),_Shininess);
				}


				output.col = float4(ambientLighting + diffuseReflection + specularReflection, 1.0);
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);


				return output;
			}


			float4 frag(vertexOutput input):COLOR
			{
				return input.col;
			}
			ENDCG
		}
		Pass 
		{
			Tags { "LightMode" = "ForwardAdd" }
			Blend One One


			CGPROGRAM
			#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 col:COLOR;
			};


			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;


				float4x4 modelMatrix = _Object2World ;
				float4x4 modelMatrixInverse = _World2Object;


				float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz);
				float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix,input.vertex).xyz);
				float3 lightDirection;
				float attenuation;
				if(0.0==_WorldSpaceLightPos0.w)
				{
					attenuation = 1.0;
					lightDirection = normalize(_WorldSpaceLightPos0.xyz);
				} 
				else
				{
					float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex).xyz;
					float distance = length(vertexToLightSource);
					attenuation = 1.0/distance;
					lightDirection = normalize(vertexToLightSource);
				}
				float3 diffuseReflection = attenuation * _LightColor0.rgb * _Color.rgb * max(0.0,dot(normalDirection,lightDirection));
				float3 specularReflection;
				if(dot(normalDirection,lightDirection)<0.0)
				{
					specularReflection = float3(0,0,0);
				}
				else
				{
					specularReflection = attenuation * _LightColor0.rgb *_SpecColor.rgb * pow(max(0.0,dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess);
				}
				output.col = float4(diffuseReflection + specularReflection,1.0);
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				return output;
			}
			float4 frag(vertexOutput input):COLOR
			{
				return input.col;
			}
			ENDCG
		}
	}
	FallBack  "Specular"
}


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