半兰伯特光照模型
Diffuse = 直射光颜色 *(cos θ* 0.5 + 0.5)
Shader "Custom/5 five"
{
//Properties可以没有
Properties
{
_Diffuse("Diffuse Color",Color)=(1,1,1,1)
}
SubShader
{
pass
{
Tags{"LightMode"="ForwardBase"}///添加tag
CGPROGRAM
#include "Lighting.cginc"///引用光照 取得第一个直射光的颜色 _LightColor0
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
///取法线(模型空间下)
float3 normal:NORMAL;
};
struct v2f{
float4 position:SV_POSITION;
fixed3 Worldcolor:COLOR;
};
//逐像素光照
v2f vert(a2v v)
{
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
f.Worldcolor = mul(v.normal,(float3x3) unity_WorldToObject);
return f;
}
fixed4 frag(v2f f) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 normalDir =normalize(f.Worldcolor);
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//
//直射光颜色 *(cos& * 0.5 + 0.5)
float halflambert = dot(normalDir,lightDir)*0.5 +0.5;
fixed3 diffuse = _LightColor0.rgb * halflambert *_Diffuse.rgb;
fixed3 tempcolor = diffuse + ambient;
return fixed4(tempcolor,1);
}
ENDCG
}
}
FallBack "Diffuse"
}