Created
January 2, 2021 09:15
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lit shader with normal map
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Shader "MyShader/SimpleLit" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NormalTex ("Normal", 2D) = "white" {} | |
_Light ("Light", Vector) = (1,1,1) | |
} | |
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; | |
float4 tangent : TANGENT; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float3 light_dir : TEXCOORD2; | |
}; | |
sampler2D _MainTex; | |
sampler2D _NormalTex; | |
float4 _MainTex_ST; | |
float3 _Light; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
float3 light = UnityWorldToObjectDir(_Light); | |
TANGENT_SPACE_ROTATION; | |
o.light_dir = mul(rotation, light); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
float3 normal = UnpackNormal(tex2D(_NormalTex, i.uv)); | |
col *= saturate(dot(normal, i.light_dir)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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