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Question by
fluxhackspro · Mar 27, 2018 at 05:07 PM ·
shadershader programming
Lightning is weird on shader. CODE SHADERS
Hello so i found this greate decals to models shader (All cred to the creator) The Shader works great but the lightning is weird on it. It doesn't behave like unity standard shaders. Looks to me like when you use baked lightning and dont bake. But im using realtime and other shaders work fine. SO im positive that its the shader. Any help is welcome PS i dont know anything about shaders
~Flux
Shader "GetDirty/GetDirty with Bump + Spec Type 3"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_DirtMap("Dirt (Normalmap)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Wetness("Wetness", Range(0.00, 1)) = 0.078125
_Dirtiness("Dirtiness", Range(0, 1)) = 0.0
_BumpHeight("Bump Height", Range(0, 1)) = 1.0
_Transparency("Transparency", Range(0, 1)) = 0.0
_DirtColor("Dirt Color", Color) = (0.39,0.23,0.0,0.0)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
//Cull Off
LOD 250
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd novertexlights halfasview
sampler2D _MainTex;
sampler2D _DirtMap;
sampler2D _BumpMap;
fixed _Dirtiness;
fixed _BumpHeight;
fixed _Transparency;
fixed3 _DirtColor;
fixed _Wetness;
inline fixed4 LightingMobileBlinnPhong(SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max(0, dot(s.Normal, lightDir));
fixed nh = max(0, dot(s.Normal, halfDir));
fixed spec = pow(nh, s.Specular * 128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2);
c.a = 0.0;
return c;
}
struct Input
{
fixed2 uv_MainTex;
fixed2 uv_BumpMap;
fixed2 uv_DirtMap;
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 diffuse = tex2D(_MainTex, IN.uv_MainTex);
fixed4 dirtBase = tex2D(_DirtMap, IN.uv_MainTex);
if (dirtBase.a > _Dirtiness)
{
o.Albedo = diffuse.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
o.Gloss = .1;//diffuse.a;
o.Specular = .1;//diffuse.a;
}
else
{
o.Albedo = lerp(_DirtColor, diffuse, _Transparency);
fixed4 bumpCol = tex2D(_BumpMap, IN.uv_MainTex);
fixed4 outputBump = lerp(bumpCol, dirtBase, _BumpHeight);//max(bumpCol, dirtBase * _BumpHeight);
o.Normal = UnpackNormal(outputBump);
o.Gloss = _Wetness;
o.Specular = _Wetness;
}
}
ENDCG
}
FallBack "Mobile/VertexLit"
}
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