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- Shader "Custom/Lighting/Emission"
- {
- Properties
- {
- [Header(Diffuse)]
- _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
- _Diffuse ("Diffuse value", Range(0, 1)) = 1.0
- [Header(Emission)]
- _MainTex ("Emissive Map", 2D) = "white" {}
- [HDR] _EmissionColor ("Emission Color", Color) = (0,0,0)
- _Threshold ("Threshold", Range(0., 1.)) = 1.
- }
- SubShader
- {
- Tags { "LightMode"="ForwardBase" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- fixed4 col : COLOR0;
- float2 uv : TEXCOORD0;
- };
- fixed4 _Color;
- fixed4 _LightColor0;
- float _Diffuse;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
- float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
- float NdotL = max(0.0, dot(worldNormal, lightDir));
- fixed4 diff = _Color * NdotL * _LightColor0 * _Diffuse;
- o.col = diff;
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
- float4 _EmissionColor;
- float _Threshold;
- fixed4 frag(v2f i) : SV_Target {
- fixed3 emi = tex2D(_MainTex, i.uv).r * _EmissionColor.rgb * _Threshold;
- i.col.rgb += emi;
- return i.col;
- }
- ENDCG
- }
- }
- }
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