Cg per-pixel lighting with cookies

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"
}


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