GQ_Communicate/GQ_TongXin/Assets/Obi/Editor/Resources/FlatSurfaceShader.shader

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Shader "Obi/FlatSurfaceShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 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 Standard vertex:vert fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float4 tangent;
float3 normal;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
o.normal = normalize(UnityObjectToWorldNormal(v.normal));
o.tangent.xyz = normalize(UnityObjectToWorldDir(v.tangent.xyz));
o.tangent.w = v.tangent.w * unity_WorldTransformParams.w;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// build tangent rotation matrix here (saves one interpolator):
float3 binormal = cross( IN.normal, IN.tangent.xyz) * IN.tangent.w;
float3x3 rotation = float3x3( IN.tangent.xyz, binormal, IN.normal );
// get world space normal from position derivatives, and transform it to tangent space:
half3 worldNormal = -normalize(cross(ddx(IN.worldPos), ddy(IN.worldPos)));
o.Normal = mul(rotation,worldNormal);
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}