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Question by uani · Sep 26, 2016 at 04:56 PM · shaderlightingcolorcgpoint light

Shader: get nearest point light's color, direction and general custom lighting questions

Hello,

in a Unity3D CG shader I would like to access the nearest point light's color and direction and output a computed color as the shaded object's color in my custom lighting function. (The custom lighting function is run after the surf function which I deduced from the out parameter in the surf function and the in parameter in the light function.)

My scene has several point lights and 1 directional light.

What are the required variables names? According to https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html it is _LightColor0 ? And the lightDir parameter? Which direction are the *x*Dir parameters from to?

What I want to achieve is having a sphere around a point light be colored by the color of the point light, accounting for view direction (ie. plasticity of sphere). The sphere and the light is a firework particle. The sphere's normals are pointing from the center outside, parallel to the point light direction. Unity3D's built-in shader don't color the sphere probably because of that very reason of the sphere's normals. Inverting the sphere's normals occludes the point light.

Here's my current shader code:

 Shader "Custom/Firework" {
     Properties {
         _Transparency ("Transparency", Range(0,1)) = 0.5
     }
     SubShader {
         Tags { "RenderType"="Transparent" "LightMode"="ForwardBase" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf InnerLight
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         struct Input {
             float2 uv_MainTex;
         };
 
         float _Transparency;
 
         void surf (Input IN, inout SurfaceOutput o) {
             o.Alpha = _Transparency;
         }
 
         half4 LightingInnerLight (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
             half4 c;
             c.rgb = dot(lightDir, viewDir) * atten * _LightColor0.rgb;
             c.a = s.Alpha;
             return c;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
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avatar image uani · Sep 24, 2016 at 02:26 PM 0
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The current result is an all black sphere, with any signum of viewDir. Apparently neither _LightColor0 nor s.Alpha work. (The point light shall light the environment, this is why occlusion of it is not wanted. The sphere shall "make the point light visible" in the sky.) Ideas?

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