HalfLambert.shader
850 Bytes
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Shader "I_Jemin/HalfLambert" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Noraml Map",2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf HalfLambert
sampler2D _MainTex;
sampler2D _NormalMap;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
fixed4 LightingHalfLambert(SurfaceOutput s, float3 lightDir, float atten)
{
float brightness = dot(s.Normal,lightDir);
// Half Lambert
brightness = brightness * 0.5 + 0.5;
return fixed4(s.Albedo * brightness * _LightColor0.rgb * atten,s.Alpha);
}
ENDCG
}
FallBack "Diffuse"
}