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- Shader "Ciconia Studio/Double Sided/Transparent/Diffuse Bump Cutout" {
- Properties {
- _Color ("Diffuse Color", Color) = (1,1,1,1)
- _MainTex ("Diffuse map (Cutout A)", 2D) = "white" {}
- _BumpMap ("Normal map", 2D) = "bump" {}
- _NormalIntensity ("Normal Intensity", Range(0, 2)) = 1
- _SpecGlossMap ("Specular map", 2D) = "white" {}
- _SpecColor ("Specular Color", Color) = (1,1,1,1)
- _SpecularIntensity ("Specular Intensity", Range(0, 2)) = 0.2
- _Glossiness ("Glossiness", Range(0, 1)) = 0.5
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "Queue"="AlphaTest"
- "RenderType"="TransparentCutout"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Cull Off
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float4 _Color;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _NormalIntensity;
- uniform sampler2D _SpecGlossMap; uniform float4 _SpecGlossMap_ST;
- uniform float _SpecularIntensity;
- uniform float _Glossiness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD10;
- #endif
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- #ifdef LIGHTMAP_ON
- o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.ambientOrLightmapUV.zw = 0;
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float3 normalLocal = lerp(float3(0,0,1),_BumpMap_var.rgb,_NormalIntensity);
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- clip(_MainTex_var.a - 0.5);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float gloss = _Glossiness;
- float perceptualRoughness = 1.0 - _Glossiness;
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- /////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm (normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i.ambientOrLightmapUV;
- #else
- d.ambient = i.ambientOrLightmapUV;
- #endif
- #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- #endif
- #if UNITY_SPECCUBE_BOX_PROJECTION
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
- d.probeHDR[0] = unity_SpecCube0_HDR;
- d.probeHDR[1] = unity_SpecCube1_HDR;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float4 _SpecGlossMap_var = tex2D(_SpecGlossMap,TRANSFORM_TEX(i.uv0, _SpecGlossMap));
- float3 specularColor = ((_SpecGlossMap_var.rgb*_SpecularIntensity)*_SpecColor.rgb);
- float specularMonochrome;
- float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
- diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- half surfaceReduction;
- #ifdef UNITY_COLORSPACE_GAMMA
- surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
- #else
- surfaceReduction = 1.0/(roughness*roughness + 1.0);
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- half grazingTerm = saturate( gloss + specularMonochrome );
- float3 indirectSpecular = (gi.indirect.specular);
- indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
- indirectSpecular *= surfaceReduction;
- float3 specular = (directSpecular + indirectSpecular);
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += gi.indirect.diffuse;
- diffuseColor *= 1-specularMonochrome;
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Cull Off
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float4 _Color;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _NormalIntensity;
- uniform sampler2D _SpecGlossMap; uniform float4 _SpecGlossMap_ST;
- uniform float _SpecularIntensity;
- uniform float _Glossiness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos( v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float3 normalLocal = lerp(float3(0,0,1),_BumpMap_var.rgb,_NormalIntensity);
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- clip(_MainTex_var.a - 0.5);
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float gloss = _Glossiness;
- float perceptualRoughness = 1.0 - _Glossiness;
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float4 _SpecGlossMap_var = tex2D(_SpecGlossMap,TRANSFORM_TEX(i.uv0, _SpecGlossMap));
- float3 specularColor = ((_SpecGlossMap_var.rgb*_SpecularIntensity)*_SpecColor.rgb);
- float specularMonochrome;
- float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
- diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- diffuseColor *= 1-specularMonochrome;
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float2 uv0 : TEXCOORD1;
- float2 uv1 : TEXCOORD2;
- float2 uv2 : TEXCOORD3;
- float4 posWorld : TEXCOORD4;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityObjectToClipPos( v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- clip(_MainTex_var.a - 0.5);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- Pass {
- Name "Meta"
- Tags {
- "LightMode"="Meta"
- }
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #include "UnityMetaPass.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float4 _Color;
- uniform sampler2D _SpecGlossMap; uniform float4 _SpecGlossMap_ST;
- uniform float _SpecularIntensity;
- uniform float _Glossiness;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- UnityMetaInput o;
- UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
-
- o.Emission = 0;
-
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
- float4 _SpecGlossMap_var = tex2D(_SpecGlossMap,TRANSFORM_TEX(i.uv0, _SpecGlossMap));
- float3 specColor = ((_SpecGlossMap_var.rgb*_SpecularIntensity)*_SpecColor.rgb);
- float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b);
- diffColor *= (1.0-specularMonochrome);
- float roughness = 1.0 - _Glossiness;
- o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
-
- return UnityMetaFragment( o );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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