o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
Shader "Unlit/Diffuse"
{
Properties
{
_MainTex("MainTex",2D)="white"{}
_Diffuse("Diffuse",Color)=(1,1,1,1)
_Specular("Diffuse",Color)=(1,1,1,1)
_Gloss("Diffuse",Range(1,256))=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex:SV_POSITION;
fixed3 color:Color;
fixed3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv :TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex=UnityObjectToClipPos(v.vertex);//转换到裁剪空间
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,o.vertex);
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 albedo=tex2D(_MainTex,i.uv).rgb;
fixed3 worldLightDir=UnityWorldSpaceLightDir(i.worldPos);
fixed3 diffuse=_LightColor0.rgb*albedo*_Diffuse.rgb*(max(0,dot(worldLightDir,i.worldNormal)*0.5+0.5));
fixed3 reflectDir=normalize(reflect(-worldLightDir,i.worldNormal));
float3 viewDir= normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 halfDir=normalize (worldLightDir+viewDir);
fixed3 seqcular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(reflectDir,viewDir)),_Gloss );
i.color=seqcular+ambient+diffuse;
return fixed4(i.color,1);
}
ENDCG
}
}
}