Anisotropic
Author: Aras Pranckevicius, inspired by Patrik/Metervara and NVIDIA.
Description
A classic anisotropic lighting shader using a lookup texture. Pretty much straight from NVIDIA example.
It is a pixel-lit shader that requires vertex&fragment programs. Otherwise it falls back to VertexLit.
Usage
- Get the anisotropic lookup texture from NVIDIA code sample (in Media/Textures/2d/Aniso2.tga).
- Setup it's wrap mode to Clamp in Unity's texture inspector.
- Create a material with this shader, assign the anisotropic lookup texture to anisotropic property.
- Setup your main texture & color in the material.
ShaderLab - Anisotropic.shader
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Shader "Anisotropic" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_AnisoTex ("Aniso lookup (RGBA)", 2D) = "white" {}
}
Category {
Lod 0
Blend AppSrcAdd AppDstAdd
Fog { Color [_AddFog] }
SubShader {
// Ambient pass
Pass {
Name "BASE"
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
// Make it respond less to ambient color just to make it look better - no DOUBLE part here
SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary, texture * constant}
}
// Vertex lights
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Pixel lights
Pass {
Name "PPL"
Tags { "LightMode" = "Pixel" }
CGPROGRAM
// profiles arbfp1
// vertex vert
// fragment frag
// autolight 7
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv[2] : TEXCOORD0;
V2F_LIGHT_COORDS(TEXCOORD2);
};
struct v2f2 {
V2F_POS_FOG;
float2 uv[2] : TEXCOORD0;
};
v2f vert (appdata_base v) {
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.uv[0] = TRANSFORM_UV(0);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float3 lightDir = normalize(ObjSpaceLightDir(v.vertex));
float3 halfAngle = normalize(viewDir + lightDir);
o.uv[1].x = dot(lightDir,v.normal);
o.uv[1].y = dot(halfAngle,v.normal);
PASS_LIGHT_COORDS(2);
return o;
}
sampler2D _MainTex : register(s0);
sampler2D _AnisoTex : register(s1);
float4 frag(v2f2 i, LIGHTDECL(TEXUNIT2)) : COLOR
{
float4 texcol = tex2D( _MainTex, i.uv[0] );
float4 aniso = tex2D( _AnisoTex, i.uv[1] );
texcol.rgb *= _ModelLightColor[0].rgb;
texcol.rgb *= aniso.rgb * (aniso.a * LIGHTATT * 2);
return float4( texcol.rgb, 0 );
}
ENDCG
SetTexture[_MainTex] {}
SetTexture[_AnisoTex] {}
SetTexture [_LightTexture0] {}
SetTexture [_LightTextureB0] {}
}
}
}
Fallback " VertexLit", 1
}