Orihaus

Dirac Base Terrain Shader v1.0

Sep 20th, 2012
232
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C 1.82 KB | None | 0 0
  1. Shader "Rimlight_Base"
  2. {
  3.    
  4. Properties
  5. {
  6.     _Color ( "Main Color", Color ) = ( 1, 1, 1, 1 )
  7.     _LamPower ("Lambert Power", Range(0.5,32.0)) = 3.0
  8.     _RimColor ("Rim Color", Color) = ( 0.89, 0.945, 1.0, 0.0 )
  9.     _RimPower ("Rim Power", Range(0.5,32.0)) = 3.0
  10.     _RimPowerSecondary ("Rim Power - Secondary", Range(0.5,32.0)) = 3.0
  11.     _RimLevel ("Rim Level", Range(0.0,1.0)) = 0.0
  12.     _RimLevelSecondary ("Rim Level - Secondary", Range(0.0,1.0)) = 0.0
  13.     _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  14.     _Shininess ("Shininess", Range (0.00, 1)) = 0.078125
  15.     _SpecPower ("Spec Power", Range (0.00, 64.0)) = 48.0
  16. }
  17.    
  18. SubShader
  19. {
  20.  
  21.     Tags { "RenderType"="Opaque" }
  22.  
  23.     CGPROGRAM
  24.        
  25.     #pragma surface surf SimpleSpecular noambient
  26.    
  27.     float _Shininess;
  28.     float _SpecPower;
  29.     float _LamPower;
  30.  
  31.     float4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
  32.     {
  33.          
  34.         float3 h = normalize (lightDir + viewDir);
  35.         float diff = 0.5 + dot( s.Normal, lightDir ) * 0.5;
  36.         diff *= diff;
  37.         diff = pow( diff, _LamPower );
  38.         float nh = dot( s.Normal, h );
  39.         float spec = pow(nh, _SpecPower);
  40.  
  41.         float4 c;
  42.         c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * _Shininess * _SpecColor) * atten;
  43.         c.a = 1.0;
  44.  
  45.         return c;
  46.  
  47.     }
  48.     struct Input
  49.     {
  50.         float3 viewDir;
  51.  
  52.     };
  53.      
  54.  
  55.     float4 _RimColor;
  56.     float _RimPower;
  57.     float _RimLevel;
  58.     float _RimPowerSecondary;
  59.     float _RimLevelSecondary;
  60.    
  61.     float4 _Color;
  62.     void surf (Input IN, inout SurfaceOutput o)
  63.     {
  64.         o.Albedo = _Color.rgb;
  65.         float rim = 1.0 - saturate( dot( normalize( IN.viewDir ), o.Normal ) );
  66.         float rimpower = pow( rim, _RimPower ) * _RimLevel;
  67.         rimpower += pow( rim, _RimPowerSecondary ) * _RimLevelSecondary;
  68.         o.Emission = _RimColor.rgb * rimpower;
  69.     }
  70.  
  71.     ENDCG
  72. }
  73.    
  74. Fallback "Diffuse"
  75. }
Advertisement
Add Comment
Please, Sign In to add comment