高光反射
顶点高光反射
Shader "Unlit/HighLightReflection"
{
Properties
{
_diffuse("diffuse",Color) = (1,1,1,1)
_specular("Specular",Color) = (1,1,1,1)
_gloss("Gloss",Range(1,5)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _diffuse;
fixed4 _specular;
float _gloss;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 color : Color;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//将法线转换到世界坐标下的法线
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
//光源方向
//fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 worldLight = normalize(WorldSpaceLightDir(v.vertex)); //unity自己提供的一个计算光源方向的函数
//兰伯特公式
fixed3 diffuse = _LightColor0.rgb * _diffuse.rgb * saturate(dot(worldNormal,worldLight));