ForwardAdd Pass片元

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
        }
      
    }
}

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