Shader "Custom/Light/DiffuseLightFrag"{
Properties{
_DiffuseColor("DiffuseColor", Color) = (1, 1, 1, 1)
}
SubShader{
Pass{
Tags{
"LightModel" = "ForwardBase"
}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _DiffuseColor;
struct a2v{
float4 pos : POSITION;
float4 normal : NORMAL;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.pos);
o.worldNormal = mul(v.normal, (float3x3)_World2Object);
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 * _DiffuseColor.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 color = ambient + diffuse;
return fixed4(color, 1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
片段漫反射.Shader
最新推荐文章于 2022-04-23 20:57:32 发布