Shader "DiffuseEmission" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_Color("MainColor", Color) = (0.9,0.9,0.9,0)
_ShadowColor("ShadowColor", Color) = (0.15,0.15,0.15,0)
_Emission("Emission", Range(0, 1)) = 0
_ShadowStrength("ShadowStrength",Range(0, 1)) = 0.5
}
SubShader{
Tags { "RenderType" = "Opaque" "Queue"="Geometry"}
LOD 150
pass{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
float _Emission;
float4 _Color;
half _ShadowStrength;
float3 _ShadowColor;
struct a2v {
half4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
half4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD1;
SHADOW_COORDS(3)
};
v2f vert(a2v v) {
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed4 c = tex2D(_MainTex, i.uv.xy) * _Color + _Emission;
fixed3 diffuse = c * max(0, dot(worldNormal, worldLightDir)) + _ShadowColor * (1- dot(worldNormal, worldLightDir));
fixed atten = SHADOW_ATTENUATION(i);
// return half4(diffuse * (1 - (1 - atten) * _ShadowStrength ),1.0);
return half4(diffuse * (1 - (1 - atten) * _ShadowStrength ) /*+ _ShadowColor*/,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
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