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Cel.cginc

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Oct 12th, 2015
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  1. #include "UnityCG.cginc"
  2. #pragma multi_compile_fwdbase
  3. #include "AutoLight.cginc"
  4. #include "Lighting.cginc"
  5. #include "CelCore.cginc"
  6.  
  7. struct VS
  8. {
  9.     LIGHTING_COORDS(0, 1)
  10.     float4 sv:SV_POSITION;
  11.     float3 normal:NORMAL;
  12.     float4 world:TEXCOORD0;
  13.     float2 uv:TEXCOORD1;
  14. };
  15.  
  16. uniform sampler2D _DiffuseTexture;
  17. uniform float4 _Diffuse;
  18.  
  19. uniform float4 _Shadow;
  20. uniform float _ShadowAngle;
  21. uniform float _ShadowBlur;
  22.  
  23. uniform float _SpecularStrength;
  24. uniform float _SpecularAngle;
  25. uniform float _SpecularBlur;
  26.  
  27. uniform float4 _SSSColor;
  28. uniform float _SSSStrength;
  29.  
  30. VS vert(appdata_base input)
  31. {
  32.     VS o;
  33.     o.world = mul(UNITY_MATRIX_MV, input.vertex);
  34.     o.sv = mul(UNITY_MATRIX_MVP, input.vertex);
  35.     o.normal = input.normal;
  36.     o.uv = input.texcoord;
  37.     TRANSFER_VERTEX_TO_FRAGMENT(o);
  38.     return o;
  39. }
  40.  
  41. float4 frag(VS input):COLOR
  42. {
  43.     float3 o = float3(0.0, 0.0, 0.0);
  44.  
  45.     // diffuse
  46.     /*{
  47.         float attenuation = LIGHT_ATTENUATION(input);
  48.         float3 diffuseColor = _Diffuse.xyz * tex2D(_DiffuseTexture, input.uv);
  49.         float3 lightDir = lightDirection(_WorldSpaceLightPos0, input.world);
  50.  
  51.         o = diffuse1(diffuseColor, _Shadow, _ShadowAngle, _ShadowBlur,
  52.             input.normal,
  53.             _LightColor0.rgb, lightDir, attenuation);
  54.  
  55.         o = specular(o, _SpecularStrength, _SpecularAngle, _SpecularBlur,
  56.             input.normal, _LightColor0.rgb, lightDir, attenuation, _WorldSpaceCameraPos);
  57.        
  58.         o = ambient(UNITY_LIGHTMODEL_AMBIENT.rgb, diffuseColor, o);
  59.     }*/
  60.  
  61.     o = _WorldSpaceLightPos0.xyz;
  62.  
  63.     return float4(o, 1.0);
  64. }
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