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27 行
1.0 KiB

using System;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
class WrapLambertFunction : BaseLightFunction
{
public override string GetName () { return "WrapLambert"; }
public override void GenerateBody(ShaderGenerator visitor)
{
var outputString = new ShaderGenerator ();
outputString.AddShaderChunk ("half4 Lighting" + GetName () + " (SurfaceOutput s, half3 lightDir, half atten)", false);
outputString.AddShaderChunk ("{", false);
outputString.Indent ();
outputString.AddShaderChunk ("half NdotL = dot (s.Normal, lightDir);", false);
outputString.AddShaderChunk ("half diff = NdotL * 0.5 + 0.5;", false);
outputString.AddShaderChunk ("half4 c;", false);
outputString.AddShaderChunk ("c.rgb = s.Albedo * _LightColor0.rgb * (diff * 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);
}
}
}