Shader "Unlit/ase"
{
Properties
{
_Specular("Specular",COLOR)=(1,1,1,1)
_Gloss("Gloss",float)=20
_Diffuse("Diffuse",COLOR)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{ Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float3 vertexLight: TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz ;
#ifdef LIGHTMAP_OFF
//求协函数
float3 shLight=ShadeSH9(float4(v.normal,1.0));
o.vertexLight=shLight;
//逐顶点光(限制4个unity默认)
#ifdef VERTEXLIGHT_ON
float3 vertexLight = Shade4PointLights(unity_4LightPosX0,unity_4LightPosY0,unity_4LightPosZ0,
unity_LightColor[0].rgb,unity_LightColor[1].rgb,unity_LightColor[2].rgb,unity_LightColor[3].rgb,
unity_4LightAtten0, o.worldPos, o.worldNormal);//unity_4LightAtten0 衰减系数
o.vertexLight += vertexLight;
#endif
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal,worldLightDir));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
return fixed4(ambient + (diffuse + specular)+i.vertexLight , 1);
}
ENDCG
}
Pass
{
Tags{"LightMode"="ForwardAdd"}
Blend One One
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#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;
LIGHTING_COORDS(2,3)//TEXCOORD2 TEXCOORD3 光照阴影衰减的计算
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
TRANSFER_VERTEX_TO_FRAGMENT(o);//计算光源坐标的具体值,以及进行和 shadow 相关的计算等。
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir= normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*max(0,dot(worldNormal,worldLightDir));
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir=normalize(worldLightDir+viewDir);
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(viewDir,halfDir)),_Gloss);
fixed atten=LIGHT_ATTENUATION(i);//光照衰减的计算
return fixed4((diffuse+specular)*atten,1);
}
ENDCG
}
}
}
ForwardAdd Pass片元
于 2022-09-14 14:27:55 首次发布