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path: root/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader
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Shader "ProFlares/Demo/Bumped Specular" {

Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
	_SpecPower ("SpecPower", Range (0.03, 2)) = 0.078125
	_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
	_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
	_SpecTex ("Spec ", 2D) = "white" {}
	_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader { 
	Tags { "RenderType"="Opaque" }
	LOD 400
	
CGPROGRAM
#pragma surface surf BlinnPhongExtra addshadow


sampler2D _MainTex;
sampler2D _SpecTex;
sampler2D _BumpMap;
fixed4 _Color;
half _SpecPower; 
half _Shininess;

struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
	fixed4 color : COLOR;
};

half4 LightingBlinnPhongExtra (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
	half3 h = normalize (lightDir + viewDir);
	
	fixed diff = max (0, dot (s.Normal, lightDir));
	
	float nh = max (0, dot (s.Normal, h));
	float spec = pow (nh, s.Specular*128.0) * s.Gloss;
	
	fixed4 c;
	c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten * 2);
	c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
	return c;
}


inline fixed4 LightingBlinnPhongExtra_PrePass (SurfaceOutput s, half4 light)
{
	fixed spec = light.a * s.Gloss;
	
	fixed4 c;
	c.rgb = (s.Albedo * light.rgb + light.rgb * _SpecColor.rgb * spec);
	c.a = s.Alpha + spec * _SpecColor.a;
	return c;
}

inline half4 LightingBlinnPhongExtra_DirLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor)
{
	UNITY_DIRBASIS
	half3 scalePerBasisVector;
	
	half3 lm = DirLightmapDiffuse (unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
	
	half3 lightDir = normalize (scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]);
	half3 h = normalize (lightDir + viewDir);

	float nh = max (0, dot (s.Normal, h));
	float spec = pow (nh, s.Specular * 128.0);
	
	// specColor used outside in the forward path, compiled out in prepass
	specColor = lm * _SpecColor.rgb * s.Gloss * spec;
	
	// spec from the alpha component is used to calculate specular
	// in the Lighting*_Prepass function, it's not used in forward
	return half4(lm, spec);
}



void surf (Input IN, inout SurfaceOutput o) {
	fixed4 tex = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
	fixed4 spec = tex2D(_SpecTex, IN.uv_MainTex)*IN.color;
	o.Albedo = tex.rgb * _Color.rgb;
	o.Gloss = spec.r;
	o.Alpha = tex.a * _Color.a;
	o.Specular =  tex.a;//_Shininess*_SpecPower;
	o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}

FallBack "Specular"
}