pudding81 2024. 2. 21. 10:33

 

Shader "Custom/BlinnPhong2"
{
    Properties
    {
      
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _SpecColor("SpecColor",Color)=(1,1,1,1)
        _BumpMap("Normalmap",2D) ="bump"{}

    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
       

        CGPROGRAM
       
        #pragma surface surf _Phong noambient

        
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
       

        struct Input
        {
            float2 uv_MainTex;

        };

        

        void surf (Input IN, inout SurfaceOutput o)
        {
          
            float4 c = tex2D (_MainTex, IN.uv_MainTex);

            //노멀맵
            fixed4 n =tex2D(_BumpMap,IN.uv_MainTex);           
            o.Normal =UnpackNormal(n);

            o.Albedo = c.rgb;           
            o.Alpha = c.a;
        }

        float4 Lighting_Phong(SurfaceOutput s, float3 lightDir, float3 viewDir,float atten)
        {
            

            //램버트 연산 diffuse N L
             
             float3 diffuseColor;
             float ndotl =saturate(dot(s.Normal,lightDir)); //0~1                           
             diffuseColor=ndotl*s.Albedo*_LightColor0.rgb*atten;


             // spec 
             float3 h = normalize(lightDir+viewDir); //하프 단위 벡터 구하기
             float spec =saturate(dot(h,s.Normal));//스펙튤러 구하기/ 제일 밝음
             float3 specColor = pow(spec,100) * _SpecColor.rgb;

           

             //final 적용
            float4 final;
            final.rgb= diffuseColor.rgb+ specColor;
            final.a =s.Alpha;

            return final;
            }



        ENDCG
    }
    FallBack "Diffuse"
}