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KopMap/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LightAttenuation.shader

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2025-04-03 02:30:16 +08:00
Shader "Hidden/LightAttenuation"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal( normal );
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
return saturate(dot(worldNormal ,lightDir) * 10 + 0.1);
}
ENDCG
}
}
}