Cg per-pixel lighting with vertex lights

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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