mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:44:34 +08:00
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
Shader "Custom/FakeLitShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_FakeLightDir ("Fake Light Direction", Vector) = (0,1,0,0)
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_FakeLightColor ("Fake Light Color", Color) = (1,1,1,1)
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_FakeAmbientColor ("Fake Ambient Color", Color) = (0.2,0.2,0.2,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float3 worldNormal : TEXCOORD1;
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float4 pos : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _FakeLightDir;
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float4 _FakeLightColor;
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float4 _FakeAmbientColor;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Íîðìàëèçóåì íîðìàëü è íàïðàâëåíèå ñâåòà
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float3 normal = normalize(i.worldNormal);
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float3 lightDir = normalize(_FakeLightDir.xyz);
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// Âû÷èñëÿåì ôåéêîâîå îñâåùåíèå
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float NdotL = max(dot(normal, lightDir), 0.0);
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float3 lighting = _FakeAmbientColor.rgb + _FakeLightColor.rgb * NdotL;
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// Ïðèìåíÿåì òåêñòóðó è öâåò
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fixed4 texColor = tex2D(_MainTex, i.uv) * _Color;
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fixed4 finalColor = texColor * float4(lighting, 1.0);
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return finalColor;
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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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} |