- 现在的背光区域不再像兰伯特模型中的一样黑暗了,变得更亮了一些
- 算法和兰伯特一样,只是将从顶点的计算移到了片段着色器中,这样的计算更加细腻和平滑,同时性能消耗会大于在顶点着色器中的计算
Shader "Unlit/HalfLambert"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Diffuse("Diffuse Color",Color) =(1,1,1,1)
}
SubShader
{
Pass {
Tags{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
sampler2D _MainTex;
float4 _MainTex_ST;
struct a2v
{
float4 vertex :POSITION ;
float2 uv:TEXCOORD0 ;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float2 uv:TEXCOORD1;
};
v2f vert(a2v v)
{
v2f o;
o.worldNormal = normalize(UnityObjectToWorldNormal(v.normal));
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 N = i.worldNormal;
fixed3 L = normalize(_WorldSpaceLightPos0);
float halfLambert = dot(N,L)*0.5+0.5;
float3 diffuseColor = _Diffuse.rgb * _LightColor0.rgb * halfLambert;
float4 mixColor = float4 (diffuseColor,0.5) + UNITY_LIGHTMODEL_AMBIENT;
float4 color = tex2D(_MainTex,i.uv) * mixColor;
return color;
}
ENDCG
}
}
}