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tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Examples/Models/Orc/Orc Skin.shader
2020-07-04 14:41:25 +08:00

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Shader "NGUI/Examples/Orc Skin"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Diffuse (RGB), Specular (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
// Good quality or above
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 300
CGPROGRAM
#pragma surface surf PPL
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
float _Shininess;
struct Input
{
float2 uv_MainTex;
};
// Forward lighting
half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 nNormal = normalize(s.Normal);
half shininess = s.Gloss * 250.0 + 4.0;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
// Phong shading model
//half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
// Blinn-Phong shading model
half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
half diffuseFactor = max(0.0, dot(nNormal, lightDir));
half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
half4 c;
c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
c.rgb *= (atten * 2.0);
c.a = s.Alpha;
return c;
}
void surf (Input IN, inout SurfaceOutput o)
{
half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = tex.rgb;
o.Alpha = _Color.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
o.Specular = tex.a;
o.Gloss = _Shininess;
}
ENDCG
}
// Simple quality -- drop the normal map
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf PPL
sampler2D _MainTex;
fixed4 _Color;
float _Shininess;
struct Input
{
float2 uv_MainTex;
};
// Forward lighting
half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 nNormal = normalize(s.Normal);
half shininess = s.Gloss * 250.0 + 4.0;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
// Phong shading model
half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
// Blinn-Phong shading model
//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
half diffuseFactor = max(0.0, dot(nNormal, lightDir));
half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
half4 c;
c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
c.rgb *= (atten * 2.0);
c.a = s.Alpha;
return c;
}
void surf (Input IN, inout SurfaceOutput o)
{
half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = tex.rgb;
o.Alpha = _Color.a;
o.Specular = tex.a;
o.Gloss = _Shininess;
}
ENDCG
}
Fallback "Diffuse"
}