逐像素光照
Shader "MyShader/DiffusePixelLevel"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed3 worldNormal : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
fixed3 color = ambient + diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
效果,中间那个
参考我买的 unity shader 入门精要