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normalMap_world.shader
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normalMap_world.shader
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Shader "LX/normalMap_world"
{
Properties
{
_Diffuse("Diffuse",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8,256))=20
_BumpMap("Normal Map",2D)="bump"{}
_BumpScale("Bump Scale",Float)=1.0
}
SubShader
{
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
struct a2v
{
float4 position:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 position:SV_POSITION;
float4 uv :TEXCOORD0;
float4 ToW0:TEXCOORD1;
float4 ToW1:TEXCOORD2;
float4 ToW2:TEXCOORD3;
};
v2f vert(a2v vertData)
{
v2f o;
o.position = UnityObjectToClipPos(vertData.position);
o.uv.xy = vertData.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = vertData.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld,vertData.position).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(vertData.normal);
fixed3 worldTangent = UnityObjectToWorldDir(vertData.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * vertData.tangent.w;
o.ToW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.ToW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.ToW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i):SV_Target
{
float3 worldPos=float3(i.ToW0.w,i.ToW1.w,i.ToW2.w);
fixed3 lightDir=normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 bump=UnpackNormal(tex2D(_BumpMap,i.uv.zw));
bump.xy*=_BumpScale;
bump.z=sqrt(1.0-saturate(dot(bump.xy,bump.xy)));
bump=normalize(half3(dot(i.ToW0.xyz,bump),dot(i.ToW1.xyz,bump),dot(i.ToW2.xyz,bump)));
fixed3 texColor = tex2D(_MainTex, i.uv).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * texColor;
fixed3 diffuse = _LightColor0.rgb * texColor * saturate(dot(bump, lightDir));
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = texColor * _LightColor0.rgb * _Specular.rgb * pow(
saturate(dot(bump, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
}