Shader "Custom/XrayMatCapBumpSurf" {
Properties {
_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
_MatCap ("MatCap (RGB", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Blend one one
ZWrite off
CGPROGRAM
#pragma surface surf Unlit vertex:vert
#pragma target 3.0
float4 _MainTint;
sampler2D _MatCap;
sampler2D _NormalMap;
inline half4 LightingUnlit (SurfaceOutput s, fixed3 lightDir, fixed atten)
{
half4 c = half4(1,1,1,1);
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MatCap;
float2 uv_NormalMap;
float3 tan1;
float3 tan2;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
TANGENT_SPACE_ROTATION;
// o.tan1 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
// o.tan2 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
o.tan1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz));
o.tan2 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz));
}
void surf (Input IN, inout SurfaceOutput o)
{
float3 normals = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = normals;
float2 litSphereUV = half2(dot(IN.tan1, o.Normal),dot(IN.tan2, o.Normal));
half4 c = tex2D (_MatCap, litSphereUV*0.5+0.5);
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
XRay7
最新推荐文章于 2024-02-10 11:31:07 发布