公式
fixed4 frag(v2f i):SV_Target{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLight=normalize(_WorldSpaceLightPos0.xyz);
fixed halfLambert=dot(worldNormal,worldLight)*0.5+0.5;
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*halfLambert;
fixed3 color =ambient+diffuse;
return fixed4(color,1.0);
}