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normalMap_tangent.shader
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Shader "LX/normalMap_tangent"
{
Properties
{
_Diffuse("Diffuse",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8,256))=20
_BumpMap("Normal Map",2D)="bump"{}
_BumpScale("Bump Scale",Float)=1.0
}
SubShader
{
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
struct a2v
{
float4 position:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 position:SV_POSITION;
float4 uv :TEXCOORD0;
float3 lightDir:TEXCOORD1;
float3 viewDir:TEXCOORD2;
};
v2f vert(a2v vertData)
{
v2f o;
o.position = UnityObjectToClipPos(vertData.position);
o.uv.xy = vertData.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = vertData.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 binormal = cross(normalize(vertData.normal), normalize(vertData.tangent.xyz)) * vertData.tangent.
w;
float3x3 rotation = float3x3(vertData.tangent.xyz, binormal, vertData.normal);
o.lightDir = mul(rotation, ObjSpaceLightDir(vertData.position)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(vertData.position)).xyz;
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
fixed3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
fixed3 texColor = tex2D(_MainTex, i.uv).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * texColor;
fixed3 diffuse = _LightColor0.rgb * texColor * saturate(dot(tangentNormal, tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = texColor * _LightColor0.rgb * _Specular.rgb * pow(
saturate(dot(tangentNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
}