산대특/게임 UIUX 프로그래밍
Shader -Blinn Phong 스펙큘러
꽂무남
2024. 2. 22. 12:31
Shader "Custom/phong2"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (1,1,1,1)
_NormalMap ("Normal Map", 2D) = "bump" {}
_GlossTex ("Gloss Map", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf _Phong noambient
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
sampler2D _GlossTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex);
float3 n = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
float4 g = tex2D(_GlossTex, IN.uv_MainTex);
o.Normal = n;
o.Albedo = c.rgb;
o.Gloss = g.a;
o.Alpha = c.a;
}
float4 Lighting_Phong(SurfaceOutput s, float3 lightDir, float3 viewDir, float atten)
{
float4 final;
//diffuse
//lambert : N · L
float3 diffuseColor;
float ndotl = saturate(dot(s.Normal, lightDir));
//벡터 * 색상 * 감쇠 * 광원컬러
diffuseColor = ndotl * s.Albedo * atten * _LightColor0.rgb;
//spec
float3 specularColor;
//1. 하프 단위 벡터 구하기 lightDir + viewDir
float3 h = normalize(lightDir + viewDir);
//2. 노멀벡터와 내적
float spec = saturate(dot(s.Normal, h));
//벡터 * 색상 * 글로스 * 색상
specularColor = pow(spec, 100) * s.Gloss * _SpecColor.rgb;
//rim
float3 rimColor;
float rim = abs(dot(s.Normal, viewDir));
float inverseRim = 1-rim;
rimColor = pow(inverseRim, 3);
//fake specular
float3 fakeSpec = rimColor * s.Gloss * float3(0.1, 0.1, 0.1);
final.rgb = specularColor + diffuseColor + fakeSpec;
final.a = s.Alpha;
return final;
}
ENDCG
}
FallBack "Diffuse"
}