Edwarddv

Fresnel Simple Lighting

Jan 31st, 2016
76
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.16 KB | None | 0 0
  1. // Shader created with Shader Forge v1.26
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:8785,x:32719,y:32712,varname:node_8785,prsc:2|emission-6225-OUT;n:type:ShaderForge.SFN_Fresnel,id:6225,x:32214,y:32858,varname:node_6225,prsc:2;pass:END;sub:END;*/
  5.  
  6. Shader "Custom/Fresneled" {
  7. Properties {
  8. }
  9. SubShader {
  10. Tags {
  11. "RenderType"="Opaque"
  12. }
  13. LOD 200
  14. Pass {
  15. Name "FORWARD"
  16. Tags {
  17. "LightMode"="ForwardBase"
  18. }
  19.  
  20.  
  21. CGPROGRAM
  22. #pragma vertex vert
  23. #pragma fragment frag
  24. #define UNITY_PASS_FORWARDBASE
  25. #include "UnityCG.cginc"
  26. #pragma multi_compile_fwdbase_fullshadows
  27. #pragma multi_compile_fog
  28. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  29. #pragma target 3.0
  30. struct VertexInput {
  31. float4 vertex : POSITION;
  32. float3 normal : NORMAL;
  33. };
  34. struct VertexOutput {
  35. float4 pos : SV_POSITION;
  36. float4 posWorld : TEXCOORD0;
  37. float3 normalDir : TEXCOORD1;
  38. UNITY_FOG_COORDS(2)
  39. };
  40. VertexOutput vert (VertexInput v) {
  41. VertexOutput o = (VertexOutput)0;
  42. o.normalDir = UnityObjectToWorldNormal(v.normal);
  43. o.posWorld = mul(_Object2World, v.vertex);
  44. o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
  45. UNITY_TRANSFER_FOG(o,o.pos);
  46. return o;
  47. }
  48. float4 frag(VertexOutput i) : COLOR {
  49. i.normalDir = normalize(i.normalDir);
  50. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  51. float3 normalDirection = i.normalDir;
  52. ////// Lighting:
  53. ////// Emissive:
  54. float node_6225 = (1.0-max(0,dot(normalDirection, viewDirection)));
  55. float3 emissive = float3(node_6225,node_6225,node_6225);
  56. float3 finalColor = emissive;
  57. fixed4 finalRGBA = fixed4(finalColor,1);
  58. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  59. return finalRGBA;
  60. }
  61. ENDCG
  62. }
  63. }
  64. FallBack "Diffuse"
  65. CustomEditor "ShaderForgeMaterialInspector"
  66. }
Add Comment
Please, Sign In to add comment