129 lines
3.4 KiB
Plaintext
129 lines
3.4 KiB
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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vec3 viewDir;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec3 viewDir;
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vec3 lightDir;
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vec3 vlight;
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vec4 _ShadowCoord;
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};
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struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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uniform sampler2D _ShadowMapTexture;
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float unitySampleShadow( in vec4 shadowCoord );
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vec4 UnpackNormal( in vec4 packednormal );
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vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir );
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void surf( in Input IN, inout SurfaceOutput o );
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vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
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vec4 frag_surf( in v2f_surf IN );
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float unitySampleShadow( in vec4 shadowCoord ) {
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float shadow;
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shadow = texture2DProj( _ShadowMapTexture, shadowCoord).x ;
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return shadow;
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}
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vec4 UnpackNormal( in vec4 packednormal ) {
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vec4 normal;
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normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
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normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
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return normal;
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}
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vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) {
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vec3 v;
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h = ((h * height) - (height / 2.00000));
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v = normalize( viewDir );
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v.z += 0.420000;
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return (h * (v.xy / v.z ));
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}
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void surf( in Input IN, inout SurfaceOutput o ) {
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float h;
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vec2 offset;
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vec4 c;
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h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ;
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offset = ParallaxOffset( h, _Parallax, IN.viewDir);
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IN.uv_MainTex += offset;
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IN.uv_BumpMap += offset;
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c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
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o.Albedo = c.xyz ;
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o.Alpha = c.w ;
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o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
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}
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vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
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float diff;
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vec4 c;
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diff = max( 0.000000, dot( s.Normal, lightDir));
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c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
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c.w = s.Alpha;
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return c;
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}
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vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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SurfaceOutput o;
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float atten;
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vec4 c;
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surfIN.uv_MainTex = IN.hip_pack0.xy ;
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surfIN.uv_BumpMap = IN.hip_pack0.zw ;
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surfIN.viewDir = IN.viewDir;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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o.Gloss = 0.000000;
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surf( surfIN, o);
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atten = unitySampleShadow( IN._ShadowCoord);
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c = LightingLambert( o, IN.lightDir, atten);
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c.xyz += (o.Albedo * IN.vlight);
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return c;
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}
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varying vec4 xlv_FOG;
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.fog = float( xlv_FOG);
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xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
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xlt_IN.viewDir = vec3( gl_TexCoord[1]);
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xlt_IN.lightDir = vec3( gl_TexCoord[2]);
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xlt_IN.vlight = vec3( gl_TexCoord[3]);
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xlt_IN._ShadowCoord = vec4( gl_TexCoord[4]);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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