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28 行
1.2 KiB

using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
class SimpleSpecularFunction : BaseLightFunction
{
public override string GetName () { return "SimpleSpecular"; }
public override void GenerateBody(ShaderGenerator visitor)
{
var outputString = new ShaderGenerator ();
outputString.AddShaderChunk ("half4 Lighting" + GetName () + " (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)", false);
outputString.AddShaderChunk ("{", false);
outputString.Indent ();
outputString.AddShaderChunk ("half3 h = normalize (lightDir + viewDir);", false);
outputString.AddShaderChunk ("half diff = max (0, dot (s.Normal, lightDir));", false);
outputString.AddShaderChunk ("half nh = max (0, dot (s.Normal, h));", false);
outputString.AddShaderChunk ("half spec = pow (nh, 48.0);", false);
outputString.AddShaderChunk ("half4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);", false);
outputString.AddShaderChunk ("c.a = s.Alpha;", false);
outputString.AddShaderChunk ("return c;", false);
outputString.Deindent ();
outputString.AddShaderChunk ("}", false);
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
}
}