最近学习冯乐乐的unity shader入门精要中有关SPOT光源的光照衰减计算问题!
P196 9-3-1节
首先贴上乐乐书上的代码Additional Pass部分的代码
Pass{
Tags{"LightMode"="ForwardAdd"}
blend one one
LOD 200
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
float _Gloss;
fixed4 _Specular;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 uv:TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldpos:TEXCOORD2;
float3 worldnormal:TEXCOORD1;
float2 uv:TEXCOORD3;
};
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.xy=v.uv.xy;
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 worldn