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PhongSpecular_pixel.shader
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Shader "LX/PhongSpecular_pixel"
{
Properties
{
_Diffuse("Diffuse",Color)=(1,1,1,1)
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8,256))=20
}
SubShader
{
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 position:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 position:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPosition:TEXCOORD1;
};
v2f vert(a2v vertData)
{
v2f o;
o.position = UnityObjectToClipPos(vertData.position);
o.worldNormal=UnityObjectToWorldNormal(vertData.normal);
o.worldPosition=mul(unity_ObjectToWorld,vertData.position);
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT;
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPosition));
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*saturate(dot(i.worldNormal,worldLightDir));
fixed3 reflectDir=normalize(reflect(-worldLightDir,i.worldNormal));
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPosition));
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir,viewDir)),_Gloss);
return fixed4(ambient+diffuse+specular,1);
}
ENDCG
}
}
}