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28 行
1.4 KiB

using System;
using UnityEngine;
namespace UnityEditor.MaterialGraph
{
class SimpleSpecularFunction : BaseLightFunction
{
public override string GetLightFunctionName() { return "SimpleSpecular"; }
public override void GenerateLightFunctionBody(ShaderGenerator visitor)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk("half4 Lighting" + GetLightFunctionName() + " (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);
}
}
}