#ifndef POINTLIGHT_INCLUDE #define POINTLIGHT_INCLUDE uniform half4 _pLightLocation; uniform half4 _pLightColor; uniform half _pLightRange; //uniform half _pLightSoft; uniform half _pLightBrightness; inline half4 PointLight(fixed3 normalMap,fixed3 posWorld){ half pNdotL = saturate(dot(normalMap, normalize(_pLightLocation - posWorld))); half pLightDistance = saturate(1 - distance(posWorld,_pLightLocation) / _pLightRange); pLightDistance *= pLightDistance; //pLightDistance = saturate(pow(pLightDistance,_pLightSoft)); half4 pLight = pLightDistance * _pLightColor * pNdotL * _pLightBrightness; //pLight *= pLight; return pLight; } #endif