//2012.03.12 //2012.04.05 //2013.06.26 //2013.07.05 Shader "@MGKJ_Base" { Properties { _SpecColor0("Specular Color", Color) = (0,0,0,1) _Shininess("Shininess", Range(0,1) ) = 0.5 _Color ("Main Color", Color) = (0,0,0,1) _MainTex ("DiffuseMap", 2D) = "white" {} _globalInfluence("Global Influence", Range(0,1) ) = 1 _brightness("Brightness", Range(1,5) ) = 1 _contrast("Contrast", Range(1,2.5) ) = 1 _lightmap_color("Lighting Color", Color) = (0,0,0,1) _LightMap ("SecondMap (CompleteMap or LightMap)", 2D) = "white" {} _changeType ("<<>>", Range(0,1)) =0 _SelectColor ("Outline Color", Color) = (0.2,0.6,0.8,0) _SelectColorAlpha("Select Color Alpha",Range(0,1) ) = 0 } SubShader { Tags { "RenderType"="Opaque"} LOD 200 CGPROGRAM #pragma surface surf BlinnPhong_wjm finalcolor:mycolor #pragma multi_compile_fwdadd_fullshadows #pragma target 3.0 #pragma profileoption MaxTexIndirections=64 // #pragma debug float4x4 _RotateUVM; float _GLOBALBRIGHTNESS; float _GLOBALCONTRASR; float depth_bias; float border_clamp; float _changeType; float4 _SpecColor0; float _Parallax; float _Shininess; float _brightness; float _contrast; float4 _Color; float4 _lightmap_color; float4 _lightmap_color2; // float _reflect_blender; // float _fresnel_ctrl; sampler2D _MainTex; // sampler2D _BumpMap; sampler2D _LightMap; // sampler2D _LightMap2; // sampler2D _relaxedcone_relief_map; // samplerCUBE _Cube; float4 _SelectColor; float _SelectColorAlpha; float _globalInfluence; struct Input { float2 uv_MainTex; // float2 uv_BumpMap; float2 uv2_LightMap; }; struct SurfaceOutput_wjm { half3 Albedo; half3 Normal; half3 Emission; half3 Gloss; half Specular; half Alpha; }; inline half4 LightingBlinnPhong_wjm_PrePass (SurfaceOutput_wjm s, half4 light) { half3 spec = light.a * s.Gloss; half4 c; c.rgb = (s.Albedo * light.rgb + light.rgb * spec); c.a = s.Alpha; return c; } inline half4 LightingBlinnPhong_wjm (SurfaceOutput_wjm s, half3 lightDir, half3 viewDir, half atten) { half3 h = normalize (lightDir + viewDir); half diff = max (0, dot ( lightDir, s.Normal )); float nh = max (0, dot (s.Normal, h)); float spec = pow (nh, s.Specular*128.0); half4 lightPower; lightPower.rgb = _LightColor0.rgb * diff; lightPower.w = spec * Luminance (_LightColor0.rgb); lightPower *= atten * 2.0; half4 c; c.rgb = (s.Albedo * lightPower.rgb + lightPower.rgb * spec*s.Gloss); c.a = 1; return c; } void mycolor (Input IN, SurfaceOutput_wjm o, inout fixed4 color) { // color *= _lightmap_color; color += _SelectColor*_SelectColorAlpha; } inline float3 DecodeLightmap2( float4 color ) { #if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE) return 2.0 * color.rgb; #else // potentially faster to do the scalar multiplication // in parenthesis for scalar GPUs // return pow((8.0 * color.a),2.2) * color.rgb; return pow((_GLOBALBRIGHTNESS*_globalInfluence+_brightness)* lerp(8.0 * color.a,1,_changeType)* color.rgb,_contrast+_GLOBALCONTRASR*_globalInfluence); #endif } void surf (Input IN, inout SurfaceOutput_wjm o) { // float3 p,v; // setup_ray(IN,p,v); // ray_intersect_relaxedcone(_relaxedcone_relief_map,p,v); IN.uv_MainTex=mul(IN.uv_MainTex.xyxy, _RotateUVM).xy; o.Normal = float3(0.0,0.0,1.0); // o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); // o.Normal = tex2D(_relaxedcone_relief_map,p.xy).xyz; float4 Tex2D0=tex2D(_MainTex,IN.uv_MainTex); float4 Tex2D1=0; // Tex2D1+=_lightmap_color*pow(_brightness.xxxx +tex2D(_LightMap,(IN.uv2_LightMap).xy),_contrast.xxxx)- _brightness.xxxx; Tex2D1+=_lightmap_color*float4(DecodeLightmap2(tex2D(_LightMap,(IN.uv2_LightMap).xy)),1); // float3 worldRefl = WorldReflectionVector (IN, o.Normal); // fixed4 cubeColor = texCUBE (_Cube, IN.worldRefl); // float fresnel_intensity=1-clamp(pow((max(0,dot (normalize(IN.viewDir), o.Normal))),-_fresnel_ctrl).xxxx,0,1); float3 diffuseColor=Tex2D0; o.Albedo=_Color.rgb*diffuseColor; // o.Albedo=_Color.rgb*Tex2D0; o.Emission=Tex2D1.rgb*diffuseColor; o.Specular=_Shininess ; o.Gloss =Tex2D0.a*_SpecColor0; o.Alpha = Tex2D0.a * _Color.a; o.Normal=normalize(o.Normal); } ENDCG } FallBack "Diffuse" }