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Shader "NGUI/Examples/Orc Skin"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _Color;
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float _Shininess;
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struct Input
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{
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float2 uv_MainTex;
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{
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// Blinn-Phong shading model
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half diffuseFactor = max(0.0, dot(nNormal, lightDir));
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half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
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half4 c;
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c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
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c.rgb *= (atten * 2.0);
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c.a = s.Alpha;
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return c;
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = tex.rgb;
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o.Gloss = _Shininess;
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}
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ENDCG
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LOD 200
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#pragma surface surf PPL
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sampler2D _MainTex;
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fixed4 _Color;
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float _Shininess;
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struct Input
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{
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float2 uv_MainTex;
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half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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{
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half3 nNormal = normalize(s.Normal);
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half shininess = s.Gloss * 250.0 + 4.0;
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lightDir = normalize(lightDir);
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// Blinn-Phong shading model
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//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
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half diffuseFactor = max(0.0, dot(nNormal, lightDir));
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half4 c;
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c.a = s.Alpha;
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return c;
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void surf (Input IN, inout SurfaceOutput o)
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half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = tex.rgb;
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ENDCG
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1363
Assets/CoolapeFrame/3rd/NGUI_Enhance/Examples/Models/Orc/Orc.prefab
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1363
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Reference in New Issue
Block a user