Part1 完整代码
Shader "Light/Blinn-Phong"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v)
{
v2f output;
output.pos=UnityObjectToClipPos(v.vertex);
output.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
output.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
return output;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 worldDir = norm