光照衰减:
// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'
Shader "Unlit/15"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(1,256)) = 10
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//添加
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLight + worldView);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
//Blinn-Phong高光公式:光顔色 * 高光反射顔色 * pow(saturate(dot(法线,半角方向)),高光系数)
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);
fixed atten = 1;
return fixed4((ambient + diffuse + specular) * atten,1.0);
}
ENDCG
}
Pass
{
Tags{"LightMode" = "ForwardAdd"}
//设置混合模式
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//添加
#pragma multi_compile_fwdadd
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLight + worldView);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
//Blinn-Phong高光公式:光顔色 * 高光反射顔色 * pow(saturate(dot(法线,半角方向)),高光系数)
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);
#ifdef USING_DIRECTIONAL_LIGHT
fixed atten = 1;
#else
float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz;
fixed atten = tex2D(_LightTexture0,dot(lightCoord,lightCoord).rr).UNITY_ATTEN_CHANNEL;
#endif
return fixed4((diffuse + specular) * atten,1.0);
}
ENDCG
}
}
Fallback "Specular"
}
光照阴影:
// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'
Shader "Unlit/16"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(1,256)) = 10
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//添加
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
SHADOW_COORDS(2)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLight + worldView);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
//Blinn-Phong高光公式:光顔色 * 高光反射顔色 * pow(saturate(dot(法线,半角方向)),高光系数)
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);
//fixed atten = 1;
//fixed shadow = SHADOW_ATTENUATION(i);
//统一计算衰减和阴影
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
return fixed4((ambient + diffuse + specular) * atten,1.0);
}
ENDCG
}
Pass
{
Tags{"LightMode" = "ForwardAdd"}
//设置混合模式
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//添加
//#pragma multi_compile_fwdadd
#pragma multi_compile_fwdadd_fullshadows
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
//SHADOW_COORDS(2)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
//TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLight + worldView);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
//Blinn-Phong高光公式:光顔色 * 高光反射顔色 * pow(saturate(dot(法线,半角方向)),高光系数)
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);
//1.计算衰减
//#ifdef USING_DIRECTIONAL_LIGHT
// fixed atten = 1;
//#else
// float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz;
// fixed atten = tex2D(_LightTexture0,dot(lightCoord,lightCoord).rr).UNITY_ATTEN_CHANNEL;
//#endif
//2.计算衰减和阴影
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
return fixed4((diffuse + specular) * atten,1.0);
}
ENDCG
}
}
Fallback "Specular"
}