{
half3 halfVec = SafeNormalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specularReflection = specularGloss.rgb * pow(NdotH, shininess) * specularGloss.a;
half modifier = pow(NdotH, shininess) * specularGloss.a;
half3 specularReflection = specularGloss.rgb * modifier;
return lightColor * specularReflection;
}
#endif
half3 finalColor = diffuseColor * diffuse + emission;
finalColor += inputData.vertexLighting * diffuse;
half3 fullDiffuse = diffuseColor + inputData.vertexLighting;
half3 finalColor = fullDiffuse * diffuse + emission;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
finalColor += specularColor;
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 posWS : TEXCOORD2;
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData)
inputData.positionWS = IN.posWS.xyz;
inputData.positionWS = IN.posWSShininess.xyz;
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.posWS = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(o.posWS);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.posWSShininess.w = _Shininess * 128.0;
o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
half3 viewDir = GetCameraPositionWS() - o.posWS;
half3 viewDir = GetCameraPositionWS() - o.posWSShininess.xyz;
#if !SHADER_HINT_NICE_QUALITY
// Normalize in vertex and avoid renormalizing it in frag to save ALU.
viewDir = SafeNormalize(viewDir);
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWS, o.normal.xyz);
half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.shadowCoord = ComputeShadowCoord(o.clipPos);
half3 emission = Emission(uv);
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
half shininess = _Shininess * 128.0h;
half shininess = IN.posWSShininess.w;
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
float scale = invNdotL * _ShadowBias.y;
// normal bias is negative since we want to apply an inset normal offset
o.posWS = o.normal * scale.xxx + o.posWS;
float4 clipPos = TransformWorldToHClip(o.posWS);
o.posWSShininess.xyz = o.normal * scale.xxx + o.posWSShininess.xyz;
float4 clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
// _ShadowBias.x sign depens on if platform has reversed z buffer
clipPos.z += _ShadowBias.x;