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ChangeColorLight.shader
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ChangeColorLight.shader
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Shader "LX/ChangeColorLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightColorTex ("LightColorTex", 2D) = "white" {}
_MaxLightLength ("MaxLightLength", float) = 10
_LightPos ("LightPos", Vector) = (0,0,0)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
};
sampler2D _LightColorTex;
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _LightPos;
float _MaxLightLength;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
fixed diffuse = saturate(dot(normalize(i.worldNormal), worldLightDir));
fixed lightLength = length(_LightPos - i.worldPos);
fixed uv = fixed2(saturate(lightLength / _MaxLightLength),saturate(lightLength / _MaxLightLength));
return col * diffuse * tex2D(_LightColorTex, uv);
}
ENDCG
}
}
}