Cg anisotropic per-pixel lighting

Shader "Custom/Cg anisotropic per-pixel lighting"
{
	Properties
	{
		_Color("Diffuse Material Color",Color) = (1,1,1,1)
		_SpecColor("Specular Material Color",Color) = (1,1,1,1)
		_AlphaX("Roughness in Brush Direction",Float) = 1.0
		_AlphaY("Roughness orthogonal to Brush Direction",Float) = 1.0
	}
	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 _AlphaX;
			uniform float _AlphaY;

			struct vertexInput
			{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
				float4 tangent:TANGENT;
			};
			struct vertexOutput
			{
				float4 pos:SV_POSITION;
				float4 posWorld:TEXCOORD0;
				float3 viewDir:TEXCOORD1;
				float3 normalDir:TEXCOORD2;
				float3 tangentDir:TEXCOORD3;
			};
			vertexOutput vert(vertexInput input)
			{
				vertexOutput output;
				float4x4 modelMatrix = _Object2World;
				float4x4 modelMatrixInverse = _World2Object;

				output.posWorld = mul(modelMatrix,input.vertex);
				output.viewDir = normalize(_WorldSpaceCameraPos - output.posWorld.xyz);
				output.normalDir = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz);
				output.tangentDir = normalize(mul(modelMatrix,float4(input.tangent.xyz,0.0)).xyz);
				output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
				return output;
			}
			float4 frag(vertexOutput input):COLOR 
			{
				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 halfwayVector = normalize(lightDirection+input.viewDir);
				float3 binormalDirection = cross(input.normalDir,input.tangentDir);
				float dotLN = dot(lightDirection,input.normalDir);

				float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;

				float3 diffuseReflection = attenuation * _LightColor0.rgb * _Color.rgb * max(0.0,dotLN);
				float3 specularReflection;
				if(dotLN < 0.0)
				{
					specularReflection = float3(0,0,0);
				}
				else
				{
					float dotHN = dot(halfwayVector,input.normalDir);
					float dotVN = dot(input.viewDir,input.normalDir);
					float dotHTAlphaX = dot(halfwayVector,input.tangentDir)/_AlphaX;
					float dotHBAlphaY = dot(halfwayVector,binormalDirection)/_AlphaY;

					specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * sqrt(max(0.0,dotLN/dotVN)) * exp(-2.0*(dotHTAlphaX * dotHTAlphaX + dotHBAlphaY * dotHBAlphaY)/(1.0 + dotHN));
				}
				return float4(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 _AlphaX;
         uniform float _AlphaY;
 
         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 tangent : TANGENT;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
               // position of the vertex (and fragment) in world space 
            float3 viewDir : TEXCOORD1;
               // view direction in world space
            float3 normalDir : TEXCOORD2;
               // surface normal vector in world space
            float3 tangentDir : TEXCOORD3;
               // brush direction in world space
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object;
 
            output.posWorld = mul(modelMatrix, input.vertex);
            output.viewDir = normalize(_WorldSpaceCameraPos 
               - output.posWorld.xyz);
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.tangentDir = normalize(
               mul(modelMatrix, float4(input.tangent.xyz, 0.0)).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            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 halfwayVector = 
               normalize(lightDirection + input.viewDir);
	    float3 binormalDirection = 
               cross(input.normalDir, input.tangentDir);
            float dotLN = dot(lightDirection, input.normalDir); 
               // compute this dot product only once
 
            float3 diffuseReflection = 
               attenuation * _LightColor0.rgb * _Color.rgb 
               * max(0.0, dotLN);
 
            float3 specularReflection;
            if (dotLN < 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
            {
               float dotHN = dot(halfwayVector, input.normalDir);
               float dotVN = dot(input.viewDir, input.normalDir);
               float dotHTAlphaX = 
                  dot(halfwayVector, input.tangentDir) / _AlphaX;
               float dotHBAlphaY = dot(halfwayVector, 
                  binormalDirection) / _AlphaY;
 
               specularReflection = 
                  attenuation * _LightColor0.rgb * _SpecColor.rgb 
                  * sqrt(max(0.0, dotLN / dotVN)) 
                  * exp(-2.0 * (dotHTAlphaX * dotHTAlphaX 
                  + dotHBAlphaY * dotHBAlphaY) / (1.0 + dotHN));
            }
            return float4(diffuseReflection 
               + specularReflection, 1.0);
         }
         ENDCG
      }
   }
   Fallback "Specular"
}

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