// Use BlinnPhong
Shader "U1/Obj/U1ObjNoAmbient" {
Properties{
_Color("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor("Specular Material Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
// 材料镜面光泽度
_EmissionMap("Emission", 2D) = "black" {}
}
SubShader{
Pass{
Tags{ "LightMode" = "ForwardBase" }
// pass for ambient light and first light source
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform float4 _Color;
uniform float4 _SpecColor;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _EmissionMap;
struct vertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
//float3 normal : NORMAL;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;//未规范化的
float3 viewDir : TEXCOORD2;
};
vertexOutput vert(vertexInput input)