92 lines
3.0 KiB
Plaintext
92 lines
3.0 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
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// - no Main Color nor Specular Color
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// - specular lighting directions are approximated per vertex
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// - writes zero to alpha channel
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// - Normalmap uses Tiling/Offset of the Base texture
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// - no Deferred Lighting support
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// - no Lightmap support
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// - supports ONLY 1 directional light. Other lights are completely ignored.
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Shader "Amazing Assets/Curved World/Mobile/Bumped Specular (1 Directional Realtime Light)"
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{
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Properties
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{
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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[NoScaleOffset] _BumpMap ("Normalmap", 2D) = "bump" {}
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}
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SubShader
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{
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Tags { "RenderType"="CurvedWorld_Opaque" }
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LOD 250
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CGPROGRAM
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#pragma surface surf MobileBlinnPhong nolightmap noforwardadd halfasview novertexlights vertex:vert addshadow
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
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{
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fixed diff = max (0, dot (s.Normal, lightDir));
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fixed nh = max (0, dot (s.Normal, halfDir));
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fixed spec = pow (nh, s.Specular*128) * s.Gloss;
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fixed4 c;
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c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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sampler2D _MainTex;
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sampler2D _BumpMap;
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half _Shininess;
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void vert (inout appdata_full v)
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{
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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#endif
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#endif
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}
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = tex.rgb;
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o.Gloss = tex.a;
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o.Alpha = tex.a;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
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}
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ENDCG
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}
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FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit"
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CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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