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+fileFormatVersion: 2 +guid: 91a6f13317fb259439c6fd4d79881ffd +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Fur_0_4_RimColor/FurHelper.cginc b/Assets/Shaders/Fur_0_4_RimColor/FurHelper.cginc index abd8d9e..af27757 100644 --- a/Assets/Shaders/Fur_0_4_RimColor/FurHelper.cginc +++ b/Assets/Shaders/Fur_0_4_RimColor/FurHelper.cginc @@ -7,6 +7,7 @@ struct v2f { float4 pos: SV_POSITION; half4 uv: TEXCOORD0; + float4 color : COLOR; float3 worldNormal: TEXCOORD1; float3 worldPos: TEXCOORD2; }; @@ -19,6 +20,8 @@ sampler2D _MainTex; half4 _MainTex_ST; sampler2D _FurTex; half4 _FurTex_ST; +sampler2D _Normal; +float _NormalFactor; fixed _FurLength; fixed _FurDensity; @@ -31,21 +34,31 @@ float4 _ForceLocal; fixed4 _RimColor; half _RimPower; -v2f vert_surface(appdata_base v) +struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + + +v2f vert_surface(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; +// o.color = v.color; return o; } -v2f vert_base(appdata_base v) +v2f vert_base(appdata v) { v2f o; - float3 P = v.vertex.xyz + v.normal * _FurLength * FURSTEP; + float3 P = v.vertex.xyz + v.normal * (_FurLength * v.color.r) * FURSTEP; P += clamp(mul(unity_WorldToObject, _ForceGlobal).xyz + _ForceLocal.xyz, -1, 1) * pow(FURSTEP, 3) * _FurLength; o.pos = UnityObjectToClipPos(float4(P, 1.0)); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); @@ -60,6 +73,8 @@ fixed4 frag_surface(v2f i): SV_Target { fixed3 worldNormal = normalize(i.worldNormal); + fixed3 frag_normal = (tex2D(_Normal, i.uv)) * _NormalFactor; + fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz); fixed3 worldView = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 worldHalf = normalize(worldView + worldLight); @@ -67,7 +82,7 @@ fixed4 frag_surface(v2f i): SV_Target fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal, worldLight)); - fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, worldHalf)), _Shininess); + fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(frag_normal, worldHalf)), _Shininess); fixed3 color = ambient + diffuse + specular; diff --git a/Assets/Shaders/Fur_0_4_RimColor/FurShader.shader b/Assets/Shaders/Fur_0_4_RimColor/FurShader.shader index 49db557..abe9a14 100644 --- a/Assets/Shaders/Fur_0_4_RimColor/FurShader.shader +++ b/Assets/Shaders/Fur_0_4_RimColor/FurShader.shader @@ -3,6 +3,8 @@ Properties { _Color ("Color", Color) = (1, 1, 1, 1) + _Normal("Normal Map", 2D) = "bump" {} + _NormalFactor("Normal Factor", float) = 1.0 _Specular ("Specular", Color) = (1, 1, 1, 1) _Shininess ("Shininess", Range(0.01, 256.0)) = 8.0