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PointLight.shader
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PointLight.shader
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Shader "LX/PointLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightPos ("LightPos", Vector) = (1,1,1,1)
_LightRange ("LightRange", float) = 5
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
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 _LightPos; //light pos in world coordinate
float _LightRange;
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;
}
fixed4 frag(v2f i) : SV_Target
{
float3 reduce = i.worldPos - _LightPos;
fixed len = length(reduce);
float3 dir = normalize(reduce);
fixed diffuse = saturate(dot(dir, i.worldNormal));
fixed4 col = tex2D(_MainTex, i.uv);
//fall off type0
fixed att0 = 1 / (pow(len, 2));
//fall off type1
fixed att1 = 1 / (pow(len, 2) + 1);
//fall off type2
fixed att2 = 1 / (pow(len, 2) + 1) * saturate(pow(1 - len / _LightRange, 2));
return col * diffuse * att2;
}
ENDCG
}
}
}