Shader "Unlit/SpecularPixelLevelMat"
{
Properties
{
_Diffuse("Difuse", Color) = (1, 1, 1, 1) //漫反射颜色属性
_Specular("Specular", Color) = (1, 1, 1, 1) //高光反射颜色
_Gloss("Gloss", Range(8.0, 256)) = 20 //控制高光区域大小
}
SubShader{
Pass{
//LightMode 定义Pass在Unity光照流水线中的角色
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
//
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
//顶点着色器只需要处理世界空间下的法线向量和顶点坐标,传递给片元着色器
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 specular = _LightColor0.rgb * _Specular * pow(saturate(dot(reflectDir, viewDir)),_Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
Fallback "Specular"
}
【Unity shader】逐像素高光
最新推荐文章于 2024-08-08 00:33:10 发布
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