**
纹理
**
- 单张纹理
使用:用一张纹理来代替物体的漫反射颜色
使用Lambert光照模型来计算光照
Shader "Unlit/SingleTexture"
{
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)//纹理反射颜色
_MainTex ("Main Tex", 2D) = "white" {}
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
//使用纹理名_ST可以得到该纹理的缩放和平移值,
_MainTex_ST.xy储存缩放值,_MainTex_ST.zw储存偏移值。可在面板中调节
float4 _MainTex_ST;
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;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Or just call the built-in function
内置宏 效果一样
// o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// Use the texture to sample the diffuse color
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;//环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));//Lambert
return fixed4(ambient + diffuse,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
调整面板
效果如图所示
当然也可以应用于其他光照模型。