Edwarddv

Fresnel full lighting

Jan 31st, 2016
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  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:1,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|diff-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. #include "AutoLight.cginc"
  27. #pragma multi_compile_fwdbase_fullshadows
  28. #pragma multi_compile_fog
  29. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  30. #pragma target 3.0
  31. uniform float4 _LightColor0;
  32. struct VertexInput {
  33. float4 vertex : POSITION;
  34. float3 normal : NORMAL;
  35. };
  36. struct VertexOutput {
  37. float4 pos : SV_POSITION;
  38. float4 posWorld : TEXCOORD0;
  39. float3 normalDir : TEXCOORD1;
  40. LIGHTING_COORDS(2,3)
  41. UNITY_FOG_COORDS(4)
  42. };
  43. VertexOutput vert (VertexInput v) {
  44. VertexOutput o = (VertexOutput)0;
  45. o.normalDir = UnityObjectToWorldNormal(v.normal);
  46. o.posWorld = mul(_Object2World, v.vertex);
  47. float3 lightColor = _LightColor0.rgb;
  48. o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
  49. UNITY_TRANSFER_FOG(o,o.pos);
  50. TRANSFER_VERTEX_TO_FRAGMENT(o)
  51. return o;
  52. }
  53. float4 frag(VertexOutput i) : COLOR {
  54. i.normalDir = normalize(i.normalDir);
  55. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  56. float3 normalDirection = i.normalDir;
  57. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  58. float3 lightColor = _LightColor0.rgb;
  59. ////// Lighting:
  60. float attenuation = LIGHT_ATTENUATION(i);
  61. float3 attenColor = attenuation * _LightColor0.xyz;
  62. /////// Diffuse:
  63. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  64. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  65. float3 indirectDiffuse = float3(0,0,0);
  66. indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
  67. float node_6225 = (1.0-max(0,dot(normalDirection, viewDirection)));
  68. float3 diffuseColor = float3(node_6225,node_6225,node_6225);
  69. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  70. /// Final Color:
  71. float3 finalColor = diffuse;
  72. fixed4 finalRGBA = fixed4(finalColor,1);
  73. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  74. return finalRGBA;
  75. }
  76. ENDCG
  77. }
  78. Pass {
  79. Name "FORWARD_DELTA"
  80. Tags {
  81. "LightMode"="ForwardAdd"
  82. }
  83. Blend One One
  84.  
  85.  
  86. CGPROGRAM
  87. #pragma vertex vert
  88. #pragma fragment frag
  89. #define UNITY_PASS_FORWARDADD
  90. #include "UnityCG.cginc"
  91. #include "AutoLight.cginc"
  92. #pragma multi_compile_fwdadd_fullshadows
  93. #pragma multi_compile_fog
  94. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  95. #pragma target 3.0
  96. uniform float4 _LightColor0;
  97. struct VertexInput {
  98. float4 vertex : POSITION;
  99. float3 normal : NORMAL;
  100. };
  101. struct VertexOutput {
  102. float4 pos : SV_POSITION;
  103. float4 posWorld : TEXCOORD0;
  104. float3 normalDir : TEXCOORD1;
  105. LIGHTING_COORDS(2,3)
  106. UNITY_FOG_COORDS(4)
  107. };
  108. VertexOutput vert (VertexInput v) {
  109. VertexOutput o = (VertexOutput)0;
  110. o.normalDir = UnityObjectToWorldNormal(v.normal);
  111. o.posWorld = mul(_Object2World, v.vertex);
  112. float3 lightColor = _LightColor0.rgb;
  113. o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
  114. UNITY_TRANSFER_FOG(o,o.pos);
  115. TRANSFER_VERTEX_TO_FRAGMENT(o)
  116. return o;
  117. }
  118. float4 frag(VertexOutput i) : COLOR {
  119. i.normalDir = normalize(i.normalDir);
  120. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  121. float3 normalDirection = i.normalDir;
  122. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  123. float3 lightColor = _LightColor0.rgb;
  124. ////// Lighting:
  125. float attenuation = LIGHT_ATTENUATION(i);
  126. float3 attenColor = attenuation * _LightColor0.xyz;
  127. /////// Diffuse:
  128. float NdotL = max(0.0,dot( normalDirection, lightDirection ));
  129. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  130. float node_6225 = (1.0-max(0,dot(normalDirection, viewDirection)));
  131. float3 diffuseColor = float3(node_6225,node_6225,node_6225);
  132. float3 diffuse = directDiffuse * diffuseColor;
  133. /// Final Color:
  134. float3 finalColor = diffuse;
  135. fixed4 finalRGBA = fixed4(finalColor * 1,0);
  136. UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
  137. return finalRGBA;
  138. }
  139. ENDCG
  140. }
  141. }
  142. FallBack "Diffuse"
  143. CustomEditor "ShaderForgeMaterialInspector"
  144. }
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