Shader "Custom/Light/SpecularLightVert"{
Properties{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
}
SubShader{
Pass{
Tags{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 pos : POSITION;
float3 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 diffuse = UNITY_LIGHTMODEL_AMBIENT.xyz + _Diffuse.rgb * _LightColor0.rgb * max(0, dot(normalize(mul(_Object2World, v.normal)), normalize(_WorldSpaceLightPos0.xyz)));
fixed3 worldNormal = normalize(mul(_Object2World, v.normal));
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(_Object2World, v.pos).xyz);
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 specular = _LightColor0.xyz * _Specular.xyz * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
// fixed3 specular = _LightColor0.xyz * _Specular.xyz * pow(max(0, dot(normalize(_WorldSpaceCameraPos.xyz - mul(_Object2World, v.pos).xyz), reflect(-normalize(_WorldSpaceLightPos0.xyz), normalize(mul(_Object2World, v.normal))))), _Gloss);
o.color = diffuse + specular;
return o;
}
fixed4 frag(v2f i) : SV_Target{
return fixed4(i.color, 1.0);
}
ENDCG
}
}
Fallback "Specular"
}
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最新推荐文章于 2022-07-20 20:21:35 发布