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LineLight.shader
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LineLight.shader
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Shader "LX/LineLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightPos1 ("LightPos1", Vector) =(0,0,0,0)
_LightPos2 ("LightPos2", Vector) =(0,0,0,0)
_AttenuationStrength ("AttenuationStrength", float) =1
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _LightPos1; //light pos in world coordinate
float3 _LightPos2;
float _AttenuationStrength;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed GetAtt(float3 worldPos, float3 lightPos)
{
float3 reduce = worldPos - lightPos;
fixed len = length(reduce);
//fall off
float lightRange = distance(_LightPos1, _LightPos2);
return 1 / (pow(len, 2)*_AttenuationStrength + 1) * saturate(pow(1 - (len / lightRange), 2));
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed att1 = GetAtt(i.worldPos, _LightPos1);
fixed att2 = GetAtt(i.worldPos, _LightPos2);
fixed3 worldNormal = normalize(i.worldNormal);
float3 worldLightDir1 = normalize(_LightPos1 - i.worldPos);
fixed diffuse1 = att1 * saturate(dot(worldNormal, worldLightDir1));
float3 worldLightDir2 = normalize(_LightPos2 - i.worldPos);
fixed diffuse2 = att2 * saturate(dot(worldNormal, worldLightDir2));
return (diffuse1 + diffuse2) * col;
}
ENDCG
}
}
}