Shader "Custom/Light/SpecularLightFrag"{
Properties{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(1, 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;
float4 normal : NORMAL;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.pos);
o.worldNormal = mul(v.normal, (float3x3)_World2Object);
o.worldPos = mul(_Object2World, v.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 reflectDir = reflect(-worldLightDir, worldNormal);
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(reflectDir, viewDir)), _Gloss);
return fixed4(UNITY_LIGHTMODEL_AMBIENT.xyz + diffuse + specular, 1.0);
}
ENDCG
}
}
Fallback "Specular"
}
片段高光.Shader
最新推荐文章于 2018-12-20 16:47:30 发布