逐顶点
Shader "Custom/Diffuse/DiffuseVertexLevel"
{
Properties{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//把顶点位置从模型空间转换到裁剪空间
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;//通过unity内置变量UNITY_LIGHTMODEL_AMBIENT得到环境光
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//世界空间的法线
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//世界空间的光源方向
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));//saturate函数可以把参数截取到[0,1]的范围内
o.color = ambient + diffuse;
return o;
}
fixed4 frag(v2f i) :SV_Target{
return fixed4(i.color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
逐像素
Shader "Custom/Diffuse/DiffusePixelLevel"
{
Properties{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 worldNormal : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//把顶点位置从模型空间转换到裁剪空间
o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//世界空间的法线
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;//通过unity内置变量UNITY_LIGHTMODEL_AMBIENT得到环境光
fixed3 worldNormal = normalize(i.worldNormal);//世界空间的法线
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//世界空间的光源方向
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));//saturate函数可以把参数截取到[0,1]的范围内
fixed3 color = ambient + diffuse;
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
半兰伯特
Shader "Custom/Diffuse/HalfLambert"
{
Properties{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 worldNormal : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//把顶点位置从模型空间转换到裁剪空间
o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//世界空间的法线
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;//通过unity内置变量UNITY_LIGHTMODEL_AMBIENT得到环境光
fixed3 worldNormal = normalize(i.worldNormal);//世界空间的法线
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//世界空间的光源方向
fixed halfLambert = dot(worldNormal, worldLightDir) * 0.5 + 0.5;//半兰伯特模型
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * halfLambert;
fixed3 color = ambient + diffuse;
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}