Shader "Test/HalfDiffcuseLight"
{
Properties
{
_Diff("Diffcuse",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 worldNormal : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(mul(v.normal,unity_WorldToObject));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//得到环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//单位化光源方向
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//半漫返射公式
float3 labertHalf = 0.5 * dot(i.worldNormal,lightDir)+0.5;
float3 diffuse = _LightColor0.rgb * _Diff * labertHalf;
float3 color = diffuse+ambient;
return fixed4(color,1);
}
ENDCG
}
}
}
{
Properties
{
_Diff("Diffcuse",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 worldNormal : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(mul(v.normal,unity_WorldToObject));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//得到环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//单位化光源方向
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//半漫返射公式
float3 labertHalf = 0.5 * dot(i.worldNormal,lightDir)+0.5;
float3 diffuse = _LightColor0.rgb * _Diff * labertHalf;
float3 color = diffuse+ambient;
return fixed4(color,1);
}
ENDCG
}
}
}