Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "CelCore.cginc"
- struct VS
- {
- LIGHTING_COORDS(0, 1)
- float4 sv:SV_POSITION;
- float3 normal:NORMAL;
- float4 world:TEXCOORD0;
- float2 uv:TEXCOORD1;
- };
- uniform sampler2D _DiffuseTexture;
- uniform float4 _Diffuse;
- uniform float4 _Shadow;
- uniform float _ShadowAngle;
- uniform float _ShadowBlur;
- uniform float _SpecularStrength;
- uniform float _SpecularAngle;
- uniform float _SpecularBlur;
- uniform float4 _SSSColor;
- uniform float _SSSStrength;
- VS vert(appdata_base input)
- {
- VS o;
- o.world = mul(UNITY_MATRIX_MV, input.vertex);
- o.sv = mul(UNITY_MATRIX_MVP, input.vertex);
- o.normal = input.normal;
- o.uv = input.texcoord;
- TRANSFER_VERTEX_TO_FRAGMENT(o);
- return o;
- }
- float4 frag(VS input):COLOR
- {
- float3 o = float3(0.0, 0.0, 0.0);
- // diffuse
- /*{
- float attenuation = LIGHT_ATTENUATION(input);
- float3 diffuseColor = _Diffuse.xyz * tex2D(_DiffuseTexture, input.uv);
- float3 lightDir = lightDirection(_WorldSpaceLightPos0, input.world);
- o = diffuse1(diffuseColor, _Shadow, _ShadowAngle, _ShadowBlur,
- input.normal,
- _LightColor0.rgb, lightDir, attenuation);
- o = specular(o, _SpecularStrength, _SpecularAngle, _SpecularBlur,
- input.normal, _LightColor0.rgb, lightDir, attenuation, _WorldSpaceCameraPos);
- o = ambient(UNITY_LIGHTMODEL_AMBIENT.rgb, diffuseColor, o);
- }*/
- o = _WorldSpaceLightPos0.xyz;
- return float4(o, 1.0);
- }
Advertisement
RAW Paste Data
Copied
Advertisement