63 lines
1.8 KiB
Plaintext
63 lines
1.8 KiB
Plaintext
Shader "Obi/FlatSurfaceShader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard vertex:vert fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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float4 tangent;
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float3 normal;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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o.normal = normalize(UnityObjectToWorldNormal(v.normal));
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o.tangent.xyz = normalize(UnityObjectToWorldDir(v.tangent.xyz));
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o.tangent.w = v.tangent.w * unity_WorldTransformParams.w;
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// build tangent rotation matrix here (saves one interpolator):
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float3 binormal = cross( IN.normal, IN.tangent.xyz) * IN.tangent.w;
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float3x3 rotation = float3x3( IN.tangent.xyz, binormal, IN.normal );
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// get world space normal from position derivatives, and transform it to tangent space:
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half3 worldNormal = -normalize(cross(ddx(IN.worldPos), ddy(IN.worldPos)));
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o.Normal = mul(rotation,worldNormal);
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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