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Specular.shader
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Specular.shader
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Shader "AdrianMiasik/Examples/Specular"
{
Properties
{
_MainColor("Color", Color) = (1,1,1,1)
_AmbientLight("Ambient Light", Color) = (0.0,0.075,0.15, 1)
_Gloss("Gloss", float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float3 worldPosition : TEXCOORD0;
};
float4 _MainColor;
float4 _AmbientLight;
float _Gloss;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.worldPosition = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// General
float3 normal = normalize(i.normal);
float3 fragmentToCamera = _WorldSpaceCameraPos - i.worldPosition;
float3 viewDirection = normalize(fragmentToCamera);
// Direct light
float3 lightSource = _WorldSpaceLightPos0.xyz;
float lightFalloff = max(0, dot(lightSource, normal)); // 0f to 1f
float3 directDiffuseLight = _LightColor0 * lightFalloff;
// Phong
float3 viewReflect = reflect(-viewDirection, normal);
float specularFalloff = max(0,dot(viewReflect, lightSource));
specularFalloff = pow(specularFalloff, _Gloss); // Add gloss
float4 directSpecularLight = specularFalloff * _LightColor0;
// Composite
float3 diffuseLight = _AmbientLight + directDiffuseLight;
float3 result = diffuseLight * _MainColor + directSpecularLight;
return float4(result, 1);
}
ENDCG
}
}
}