80 lines
2.2 KiB
Plaintext
80 lines
2.2 KiB
Plaintext
Shader "Custom/SimpleCircleClipLitWithAmbient"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_ClipCenter ("Clip Center", Vector) = (0,0,0,0)
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_ClipRadius ("Clip Radius", Float) = 5.0
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_Color ("Color Tint", Color) = (1,1,1,1)
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_LightDir ("Light Direction", Vector) = (0,1,0,0)
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_Ambient ("Ambient Light", Float) = 0.2
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _ClipCenter;
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float _ClipRadius;
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fixed4 _Color;
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float4 _LightDir;
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float _Ambient;
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Clip outside circle
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float2 diff = i.worldPos.xz - _ClipCenter.xz;
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if (length(diff) > _ClipRadius)
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discard;
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fixed4 texcol = tex2D(_MainTex, i.uv) * _Color;
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// Simple Lambert lighting with fixed light direction
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float NdotL = saturate(dot(normalize(i.normalDir), normalize(_LightDir.xyz)));
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// Add ambient lighting to avoid fully black shadows
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float lighting = max(NdotL, _Ambient);
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fixed3 lit = texcol.rgb * lighting;
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return fixed4(lit, texcol.a);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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