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72 lines
1.6 KiB
Plaintext
72 lines
1.6 KiB
Plaintext
Shader "KriptoFX/RFX4/DiffuseMobileDemo" {
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Properties {
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_Color("Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpTex("Normal (RGB)", 2D) = "gray" {}
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_MetallicTex("Metallic ", 2D) = "black" {}
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_Metallic("Metallic", Range(0,1)) = 0.0
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_Glossiness("Smoothness", Range(0,1)) = 0.5
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 150
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CGPROGRAM
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#pragma surface surf SimpleSpecular noforwardadd
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sampler2D _MainTex;
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sampler2D _MetallicTex;
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fixed _Color;
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fixed _Metallic;
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fixed _Glossiness;
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sampler2D _BumpTex;
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half4 LightingSimpleSpecular(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
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half3 h = normalize(lightDir + viewDir);
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half diff = max(0, dot(s.Normal, lightDir));
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float nh = max(0, dot(s.Normal, h));
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float spec = pow(nh, 48.0);
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half4 c;
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c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
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c.a = s.Alpha;
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return c;
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}
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half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten) {
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half NdotL = dot(s.Normal, lightDir);
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half4 c;
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c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten);
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c.a = s.Alpha;
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return c;
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}
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struct Input {
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float2 uv_MainTex;
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float4 screenPos;
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float3 viewDir;
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float3 worldRefl; INTERNAL_DATA
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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fixed3 normal = UnpackNormal(tex2D(_BumpTex, IN.uv_MainTex));
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fixed met = tex2D(_MetallicTex, IN.uv_MainTex).a * _Metallic;
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fixed4 val = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, IN.worldRefl);
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fixed fresnel = 1 - dot(normal, IN.viewDir);
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o.Albedo = lerp(c.rgb, val.rgb, met * fresnel);
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o.Normal = normal;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Mobile/VertexLit"
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}
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