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Question by Danimita92 · Apr 25, 2014 at 06:48 PM · shaderlightdirectionsurface

How could I access light direction in a surface shader?

Hi, everyone! I'm trying to write a shader that adds a second Diffuse texture depending on where the lights hit the mesh. Something like this: alt text

However, I can't for the life of me figure out how to access the "Light Direction" in the "surf" function of the shader. Is it possible?

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Answer by tanoshimi · Apr 25, 2014 at 07:17 PM

You don't access light direction in surf(), but you can access it in a lighting model. Define a custom struct that contains both your diffuse textures:

 struct CustomSurfaceOutput {
 half3 Albedo;
 half3 Normal;
 half3 Emission;
 half3 Gloss;
 half Specular;
 half Alpha;
 half3 Diff1;
 half3 Diff2;
 };

Pass this struct to a custom lighting model, e.g.:

 #pragma surface surf CustomLighting
 half4 LightingCustomLighting (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { ... }

and, in the model itself, set the RGB components of the return value based on NdotL as desired. Something like:

 if(NDotL > 0) {
   c.rgb = s.Diff1;
 }
 else {
   c.rgb = s.Diff2;
 } 

More info and examples at http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderLightingExamples.html

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