Shader "Custom/Cg per-pixel lighting with cookies"
{
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 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 - input.posWorld.xyz);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
float3 diffuseReflection = _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 = _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0,dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess);
}
return float4(ambientLighting+diffuseReflection+specularReflection,1.0);
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
uniform float4x4 _LightMatrix0;
uniform sampler2D _LightTexture0;
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 ;
float4 posLight:TEXCOORD1 ;
float3 normalDir:TEXCOORD2 ;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = _Object2World;
float4x4 modelMatrixInverse = _World2Object;
output.posWorld = mul(modelMatrix,input.vertex);
output.posLight = mul(_LightMatrix0,output.posWorld);
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 - input.posWorld).xyz;
float3 lightDirection;
float attenuation;
if(0.0 == _WorldSpaceLightPos0.w)
{
attenuation = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.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);
}
float cookieAttenuation = 1.0;
if(0.0 == _WorldSpaceLightPos0.w)
{
cookieAttenuation = tex2D(_LightTexture0,input.posLight.xy).a;
}
else if(1.0 != _LightMatrix0[3][3])
{
cookieAttenuation = tex2D(_LightTexture0,input.posLight.xy/input.posLight.w + float2(0.5,0.5)).a;
}
return float4(cookieAttenuation*(diffuseReflection+specularReflection),1.0);
}
ENDCG
}
}
}
Shader "Custom/Cg per-pixel lighting with cookies1" {
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" } // pass for ambient light
// and first directional light source without cookie
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 - input.posWorld.xyz);
float3 lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
float3 ambientLighting =
UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
float3 diffuseReflection =
_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 = _LightColor0.rgb
* _SpecColor.rgb * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}
return float4(ambientLighting + diffuseReflection
+ specularReflection, 1.0);
}
ENDCG
}
Pass {
Tags { "LightMode" = "ForwardAdd" }
// pass for additional light sources
Blend One One // additive blending
CGPROGRAM
#pragma multi_compile_lightpass
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
uniform float4x4 _LightMatrix0; // transformation
// from world to light space (from Autolight.cginc)
#if defined (DIRECTIONAL_COOKIE) || defined (SPOT)
uniform sampler2D _LightTexture0;
// cookie alpha texture map (from Autolight.cginc)
#elif defined (POINT_COOKIE)
uniform samplerCUBE _LightTexture0;
// cookie alpha texture map (from Autolight.cginc)
#endif
// 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;
// position of the vertex (and fragment) in world space
float4 posLight : TEXCOORD1;
// position of the vertex (and fragment) in light space
float3 normalDir : TEXCOORD2;
// surface normal vector in world space
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = _Object2World;
float4x4 modelMatrixInverse = _World2Object;
output.posWorld = mul(modelMatrix, input.vertex);
output.posLight = mul(_LightMatrix0, output.posWorld);
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 - input.posWorld.xyz);
float3 lightDirection;
float attenuation = 1.0;
// by default no attenuation with distance
#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
#elif defined (POINT_NOATT)
lightDirection = normalize(
_WorldSpaceLightPos0 - input.posWorld.xyz);
#elif defined(POINT)||defined(POINT_COOKIE)||defined(SPOT)
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
#endif
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);
}
float cookieAttenuation = 1.0;
// by default no cookie attenuation
#if defined (DIRECTIONAL_COOKIE)
cookieAttenuation = tex2D(_LightTexture0,
input.posLight.xy).a;
#elif defined (POINT_COOKIE)
cookieAttenuation = texCUBE(_LightTexture0,
input.posLight.xyz).a;
#elif defined (SPOT)
cookieAttenuation = tex2D(_LightTexture0,
input.posLight.xy / input.posLight.w
+ float2(0.5, 0.5)).a;
#endif
return float4(cookieAttenuation
* (diffuseReflection + specularReflection), 1.0);
}
ENDCG
}
}
Fallback "Specular"
}