顶点漫反射:
Shader "Unlit/005"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 color: Color;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal,worldLight));
o.color = diffuse + ambient;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
片元漫反射
Shader "Unlit/006"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0,dot(worldLightDir,i.worldNormal));
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
兰伯特光照模型:(漫反射)
Shader "Unlit/007"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal) * 0.5 + 0.5);
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}