突然发现自己没有记笔记的习惯,特此开个博客纪录下自己的成长,天道出勤,自强不息。
Shader "Unlit/cartoonShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("color",COLOR)=(0.5,0.5,0.5,0.5)
_Gloss("Gloss",float)=0
_SpecularColor("SpecularColor",COLOR)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD1;
float3 worldLightDir:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Gloss;
float4 _Color;
float4 _SpecularColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.worldNormal=normalize(mul(v.normal,(float3x3)_World2Object));
float3 worldPos=mul(_Object2World,v.vertex);
o.worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float halfLight=(dot(i.worldNormal,i.worldLightDir)*0.5+0.5);
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
float3 viewDir=normalize(_WorldSpaceCameraPos.xyz-i.vertex);
fixed3 halfDir=normalize(i.worldLightDir+i.worldNormal);
float3 specular=pow(max(0,dot(i.worldNormal,halfDir)),_Gloss)*_SpecularColor;
fixed3 col = tex2D(_MainTex,float2(halfLight,halfLight))*_LightColor0.xyz*_Color+ambient+specular;
UNITY_APPLY_FOG(i.fogCoord, fixed4(col,1));
return fixed4(col,1);
}
ENDCG
}
}
}