- 高光反射:效果看起来和兰伯特差不多…过度比兰伯特平滑,不同的是有高光区域
Shader "Unlit/PixelSpecular"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DiffuseColor ("DiffuseColor", Color) = (1.0, 1.0, 1.0, 1.0)
_SpecularColor("SpecularColor",Color )=(1,1,1,1)
_SpecularGloss("gloss",Range(5,30)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD1;
float3 worldPos :TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _DiffuseColor;
float4 _SpecularColor;
float _SpecularGloss;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex );
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 ambient = UNITY_LIGHTMODEL_AMBIENT;
float3 N = normalize(i.worldNormal);
float3 L = normalize(_WorldSpaceLightPos0);
float3 diffuseColor = _LightColor0.rgb * _DiffuseColor.rgb * saturate(dot(N,L));
float3 reflectDic = normalize(reflect(-L,N));
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
float3 specularColor = _LightColor0.rgb * _SpecularColor * pow(saturate(dot(reflectDic,viewDir)),_SpecularGloss);
fixed4 col = tex2D(_MainTex, i.uv)*float4((ambient+diffuseColor+specularColor),1);
return col;
}
ENDCG
}
}
}