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Phong.shader
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Phong.shader
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Shader "BASICxSHADER/Lighting/Phong" {
Properties {
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Shininess ("Shininess", Float) = 20
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform fixed4 _LightColor0;
uniform fixed4 _DiffuseColor;
uniform fixed4 _SpecularColor;
uniform half _Shininess;
// 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 {
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld);
half3 reflectDir = reflect(-lightDir, normal);
// Dot
half NdotL = saturate(dot(normal, lightDir));
half RdotV = saturate(dot(reflectDir, viewDir));
// Color
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * _DiffuseColor.rgb;
fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * NdotL;
fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(RdotV, _Shininess);
fixed4 color = fixed4(ambient + diffuse + specular, 1.0);
return color;
}
ENDCG
}
}
}