Shader "Custom/13-3"
{
Properties
{
//_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("NormalMap (RGB)", 2D) = "white" {}
_SpecCol ("Specular Color", Color) = (1,1,1,1)
_SpecPow ("Specular Pow", Range(10, 200)) = 100
_GlossTex("Gloss Tex", 2D) = "white"{}
//_Glossiness ("Smoothness", Range(0,1)) = 0.5
//_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf _CustomLight noambient//Lambert Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _GlossTex;
float4 _SpecCol;
float _SpecPow;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_GlossTex;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 m = tex2D(_GlossTex, IN.uv_GlossTex);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Gloss = m.a;
o.Alpha = c.a;
}
float4 Lighting_CustomLight(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
//Lambert term
float3 diffColor;
float ndotl = saturate(dot(s.Normal, -lightDir));
diffColor = ndotl * s.Albedo * _LightColor0.rgb * atten;
// spec term
float3 H = normalize(-lightDir + -viewDir);
float spec = saturate(dot(H, s.Normal));
spec = pow(spec, _SpecPow);
float3 specColor = spec * _SpecCol.rgb *s.Gloss;
//final term
float4 final;
final.rgb = diffColor.rgb + specColor;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}
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