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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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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
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_MainTex ("Diffuse (RGB), Specular (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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}
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// Good quality or above
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 300
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CGPROGRAM
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#pragma surface surf PPL
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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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// Forward lighting
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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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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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// Phong shading model
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//half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
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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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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.Alpha = _Color.a;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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o.Specular = tex.a;
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o.Gloss = _Shininess;
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}
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ENDCG
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}
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// Simple quality -- drop the normal map
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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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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};
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// Forward lighting
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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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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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// Phong shading model
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half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
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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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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.Alpha = _Color.a;
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o.Specular = tex.a;
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o.Gloss = _Shininess;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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