Unity3D - Shader - 渐变纹理

使用渐变纹理来控制漫反射控制。

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 7/Ramp Texture" {
    Properties {
        _Color("Color Tint", Color) = (1,1,1,1)
        _RampTex("Ramp Tex", 2D) = "white" {}
        _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 _Color;
            sampler2D _RampTex;
            // 渐变纹理属性
            float4 _RampTex_ST;
            fixed4 _Specular;
            float _Gloss;

            struct a2v {
               float4 vertex : POSITION;
               float3 normal : NORMAL;
               float4 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                // #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
                o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {

                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                // Use the texture to sample the diffuse color
                fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;

                // fixed2(halfLambert, halfLambert) 使用halfLambert来构建一个文理坐标,并
                // 使用这个纹理坐标对渐变纹理_RampTex进行采样
                fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;

                fixed3 diffuse = _LightColor0.rgb * diffuseColor;

                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));

                fixed3 halfDir = normalize(worldLightDir + viewDir);

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow (max(0, dot(worldNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 10);

            }

            ENDCG
        }
    }
    FallBack "Diffuse"
}

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