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Shader "XDEDZL/Note Bounce" {
Properties{ _Color("Color Tint", Color) = (1,1,1,1) _MainTex("Main Tex", 2D) = "white" {} _Specular("Specular",Color) = (1,1,1,1) _Gloss("Gloss",Range(8.0,256)) = 20 _Intensity("Intensity",Float) = 1 }
SubShader{ Pass{ Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert #pragma fragment frag #include "Lighting.cginc"
fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Specular; float _Gloss; float _Intensity; struct a2v { float4 vertex : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD0; };
struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; };
v2f vert(a2v v) { v2f o; float offset = frac(sin(dot(v.vertex.xy + _Time.xy, (12.9898,78.233))) * 43758.5453) * _Intensity; v.vertex += v.normal * offset; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o; }
fixed4 frag(v2f i) : SV_Target{ fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss); return fixed4(ambient + diffuse + specular, 1.0); }
ENDCG } } Fallback "Specular" }
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