Shader "Unlit/01"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
//存储的就是tiling的xy值和offset的xy值
float4 _MainTex_ST;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
float3 worldPos: TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);//v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 albedo = tex2D(_MainTex, i.uv).rgb;
//漫反射
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
//fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
//半兰伯特漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);
//高光反射
//fixed3 reflectDir = normalize(reflect(-worldLightDir,i.worldNormal));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(i.worldNormal,halfDir)),_Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color,1);
}
ENDCG
}
}
}
纹理采样Shader
最新推荐文章于 2024-02-18 10:56:30 发布