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Shader "Character/Normal,Spec,Reflect"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "white" { }
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_NormTex ("Norm Texture", 2D) = "white" { }
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_ChanTex ("Spec Texture", 2D) = "white" { }
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_CubeMap ("Cubemap", CUBE) = "white" { }
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_Gray ("Gray", Range(0, 1)) = 0
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}
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Subshader
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{
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Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
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Pass
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{
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Cull Back
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Fog
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{
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Mode Off
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#pragma exclude_renderers flash
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#include "UnityCG.cginc"
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#include "SnxxzCG.cginc"
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struct vertexInput
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{
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half4 vertex: POSITION;
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half3 normal: NORMAL;
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half4 tangent: TANGENT;
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half2 texcoord: TEXCOORD0;
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};
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struct vertShader
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{
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// basics
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half4 pos: SV_POSITION;
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half2 uv1: TEXCOORD0;
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// frag lighting
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half3 nrm: TEXCOORD1;
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half3 tng: TEXCOORD2;
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half3 bin: TEXCOORD3;
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half3 cam: TEXCOORD4;
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half3 ref: TEXCOORD6;
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};
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// assets
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uniform sampler2D _MainTex;
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uniform sampler2D _NormTex;
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uniform sampler2D _ChanTex;
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uniform samplerCUBE _CubeMap;
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float _Gray;
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vertShader vert(vertexInput v)
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{
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vertShader o;
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half3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
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// pos and uv tex coord
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv1 = v.texcoord;
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// frag lighting
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o.nrm = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
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o.tng = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
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o.bin = normalize(cross(o.nrm, o.tng) * v.tangent.w);
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o.cam = normalize(WorldSpaceViewDir(v.vertex));
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o.ref = normalize(worldVertex - _WorldSpaceCameraPos);
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return o;
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}
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fixed4 frag(vertShader i): SV_Target
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{
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// textures
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fixed3 outcolor = tex2D(_MainTex, i.uv1);
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fixed3 channels = tex2D(_ChanTex, i.uv1);
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fixed3 bumpmap = tex2D(_NormTex, i.uv1);
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// normals
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fixed3 normRG = fixed3(bumpmap.rg, 1) - fixed3(0.5, 0.5, 0.5);
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fixed3x3 matrixDIR = half3x3(i.tng, i.bin, i.nrm);
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fixed3 normDIR = normalize(mul(normRG, matrixDIR));
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// shadows
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fixed shdlight = dot(_WorldSpaceLightPos0, normDIR) * channels.b;
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shdlight = smoothstep(0.333, 0.333 + 0.666 * bumpmap.b, shdlight);
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// spec, rim
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fixed dotprod = max(0, dot(i.cam, normDIR));
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fixed spclight = pow(dotprod, 30) * channels.r;
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fixed rimlight = pow(1 - dotprod, 2) * channels.b * 0.5;
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fixed3 additive = _Gbl_Spc * spclight + _Gbl_Rim * rimlight;
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// reflection
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fixed3 reflDIR = reflect(i.ref, normDIR);
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fixed3 reflight = texCUBE(_CubeMap, reflDIR);
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reflight *= 0.8 + outcolor;
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// composite
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outcolor = lerp(outcolor, reflight, channels.g);
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outcolor *= 0.3 + _Gbl_Amb + _Gbl_Lgt * shdlight;
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outcolor *= 0.6 + additive;
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outcolor.rgb = lerp(outcolor, dot(outcolor.rgb, fixed3(.111, .1, .035)), _Gray);
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return fixed4(outcolor.rgb, 1);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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