advancedskrald/ChessAR/Assets/Vuforia/Shaders/CameraDiffuse.shader

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//========================================================================
// Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
// Vuforia is a trademark of PTC Inc., registered in the United States and other
// countries.
//=========================================================================
Shader "Custom/CameraDiffuse"
{
Properties
{
_MaterialColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
uniform float4 _MaterialColor;
ENDCG
SubShader
{
Pass
{
// indicate that our pass is the "base" pass in forward
// rendering pipeline. It gets ambient and main directional
// light data set up; light direction in _WorldSpaceLightPos0
// and color in _LightColor0
Tags {"LightMode"="ForwardBase"}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include "UnityLightingCommon.cginc" // for _LightColor0
struct v2f
{
fixed4 diff : COLOR0; // diffuse lighting color
float4 vertex : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// compute world space view direction
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting "(support double-sided material)"
half nl = abs(dot(worldNormal, worldViewDir));
// factor in the material color
o.diff = lerp(_MaterialColor, nl * _MaterialColor, 0.2);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.diff;
}
ENDCG
}
}
}