// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// 逐像素光照
Shader "Custom/CPixelShader" {
Properties{
_Color("Color Tint", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader {
Pass{
Tags{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
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);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb*_Color.rgb*saturate(dot(worldNormal,worldLightDir));
fixed3 color = ambient+diffuse;
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
逐像素光照
最新推荐文章于 2022-06-23 22:24:26 发布