/**********
*
* 作者 : Quaye
* 时间 : 2018.05.31
*
* 描述 : 基本纹理,对于单张纹理的渲染,我们通常使用一张纹理来代替漫反射的颜色。
**/
Shader "Quaye/_SingleTesture"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_Main2D("_Main2D",2D) = "white"{}
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,256)) = 20
}
SubShader
{
Tags {"LightMode"= "ForwardBase"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 textcoord: TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wNo : TEXCOORD0;
float4 wPo : TEXCOORD1;
float2 uv : TEXCOORD2;
};
fixed4 _Color;
sampler2D _Main2D;
fixed4 _Main2D_ST;
fixed4 _Specular;
float _Gloss;
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.wNo = UnityObjectToWorldNormal(v.normal);
o.wPo = mul(unity_ObjectToWorld,v.vertex);
o.uv = TRANSFORM_TEX(v.textcoord,_Main2D);
return o;
}
fixed4 frag (v2f o) : SV_TARGET
{
fixed3 wN = normalize(o.wNo);
fixed3 wL = normalize(UnityWorldSpaceLightDir(o.wPo)).xyz;
// 纹理取样
fixed3 albedo = tex2D(_Main2D,o.uv).rgb * _Color.rgb;
// 环境光 = 环境光 * 纹理取样
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;
// 漫反射 = 平行光 * 纹理取样
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(wN,wL));
fixed3 v = normalize(UnityWorldSpaceViewDir(o.wPo));
fixed3 h = normalize( wL + v );
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(wN,h)),_Gloss);
return fixed4(ambient + diffuse +specular,1);
}
ENDCG
}
}
}
【Unity】ShaderLab-3_1-基础纹理
最新推荐文章于 2018-11-08 17:26:05 发布