纹理映射
Shader "Unlit/TextureMapping"
{
Properties
{
_MainTex ("MainTexture", 2D) = "white" {}
_BaseColor("BaseColor",Color) = (1.0,1.0,1.0,1.0)
}
SubShader{
Pass{
Tags{ "LightModel" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex Vertex
#pragma fragment Fragment
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float2 uv : TEXCOORD1;
};
float4 _MainTex_ST;
sampler2D _MainTex;
float4 _BaseColor;
v2f Vertex(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 Fragment(v2f i) : SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 albedo = tex2D(_MainTex,i.uv).xyz * _BaseColor.xyz;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.xyz * albedo * saturate(dot(worldNormal,worldLightDir));
return fixed4(ambient + diffuse,1.0);
}
ENDCG
}
}
}