// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Test/DiffcuseLight"
{
Properties
{
_Diff("Diff",Color) = (1,1,1,1)
}
SubShader
{
Pass
{
Tags{"LightMode"= "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed3 _Diff;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 color : COLOR;
};
v2f vert(a2v v)
{
v2f o;
//转换坐标
o.pos= UnityObjectToClipPos(v.vertex);
//得到环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//转换到世界坐标
float3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
//单位化光源方向
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//漫返射公式
float3 diffuse = _LightColor0.rgb * _Diff * saturate(dot(worldNormal,lightDir));
o.color = diffuse+ambient;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
}
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Test/DiffcuseLight"
{
Properties
{
_Diff("Diff",Color) = (1,1,1,1)
}
SubShader
{
Pass
{
Tags{"LightMode"= "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed3 _Diff;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 color : COLOR;
};
v2f vert(a2v v)
{
v2f o;
//转换坐标
o.pos= UnityObjectToClipPos(v.vertex);
//得到环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//转换到世界坐标
float3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
//单位化光源方向
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//漫返射公式
float3 diffuse = _LightColor0.rgb * _Diff * saturate(dot(worldNormal,lightDir));
o.color = diffuse+ambient;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
}