Shader "Custom/Light/DiffuseLightVert"{
Properties{
_DiffuseColor("DiffuseColor", Color) = (1, 1, 1, 1)
}
SubShader{
Pass{
Tags{
"LightModel" = "ForwardBase"
}
CGPROGRAM
fixed4 _DiffuseColor;
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
struct a2v{
float4 pos : POSITION;
float4 normal : NORMAL;
};
struct v2f{
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v){
// v2f o;
// o.pos = mul(UNITY_MATRIX_MVP, v.pos);
// fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// fixed3 worldNormal = normalize(mul(v.normal, (float3x3)_World2Object));
fixed3 worldNormal = normalize(mul((float3x3)_Object2World, v.normal));
// fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * max(0, dot(worldNormal, worldLight));
// o.color = diffuse + ambient;
// return o;
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.pos);
o.color = UNITY_LIGHTMODEL_AMBIENT.xyz
+ _LightColor0.rgb * _DiffuseColor.rgb
+ * max(0, dot(normalize(mul((fixed3x3)_Object2World, v.normal)), normalize(_WorldSpaceLightPos0.xyz)));
return o;
}
fixed4 frag(v2f i) : SV_Target{
return fixed4(i.color, 1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
顶点漫反射.Shader
最新推荐文章于 2022-08-04 13:23:14 发布