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PointSpot.shader
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PointSpot.shader
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Shader "BASICxSHADER/Lighting/PointSpot" {
Properties {
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
}
SubShader {
CGINCLUDE
// Properties
uniform fixed4 _LightColor0;
uniform fixed4 _DiffuseColor;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 posWorld : TEXCOORD0;
};
//--------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
return o;
}
//--------------------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Attenuation
float3 toLight = _WorldSpaceLightPos0.xyz - i.posWorld.xyz * _WorldSpaceLightPos0.w;
half atten = lerp(1.0, 1.0 / dot(toLight, toLight), _WorldSpaceLightPos0.w);
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(toLight);
// Dot
half NdotL = saturate(dot(normal, lightDir));
// Color
fixed3 ambient = lerp(UNITY_LIGHTMODEL_AMBIENT.rgb * _DiffuseColor.rgb, 0, _WorldSpaceLightPos0.w);
fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * NdotL * atten;
fixed4 color = fixed4(ambient + diffuse, 1.0);
return color;
}
ENDCG
// 0: ForwardBase
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
// 1: ForwardAdd
Pass {
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}