Unity/UnityShader

[HLSL]MainLight

멍산 2023. 10. 16. 00:23

 

Shader "Example/MainLight"
{

    Properties
    {
    	 _TintColor("TintColor", Color) = (1,1,1,1)
    }


    SubShader
    {

        Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            struct Attributes
            {
                float4 positionOS   : POSITION;
                float3 normal       : NORMAL;
            };

            struct Varyings
            {
                float4 positionHCS  : SV_POSITION;
                float3 normal       : NORMAL;
                float3 normalWS     : TEXCOORD1;
                float3 positionWS   : TEXCOORD2;
                float4 shadowcoord  : TEXCOORD3;
            };
            
            
            half4 _TintColor;
            

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                OUT.normal = IN.normal;
                OUT.normalWS = TransformObjectToWorldNormal(IN.normal);
                OUT.positionWS = TransformObjectToWorld(IN.positionOS);
                OUT.shadowcoord = TransformWorldToShadowCoord(OUT.positionWS);
                
                return OUT;
            }
            

            half4 frag(Varyings IN) : SV_Target
            {
                half4 color = _TintColor;
                               
                Light light = GetMainLight(IN.shadowcoord);
               
                float3 L = light.direction;
                float3 N = IN.normalWS;       
                
                half3 diffuse = color.rgb * saturate(dot(N,L));

                return half4(diffuse.rgb,1);
            }
            ENDHLSL
        }
    }
}