1.Chapter 6
1.1DiffusePixelLevelMat
Shader "ShaderBook/Chapter 6/DiffusePixelLevelMat"
{
Properties
{
_Diffuse("漫反射",Color) = (1,1,1,1)
}
SubShader
{
Tags {"LightMode"="ForwardBase" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed3 worldNormal : COLOR;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
fixed3 Color = ambient + diffuse;
return fixed4(Color,1.0);
}
ENDCG
}
}
}
1.2HalfLambert
Shader "ShaderBook/Chapter 6/HalfLambert"
{
Properties
{
_Diffuse("漫反射",Color) = (1,1,1,1)
}
SubShader
{
Tags {"LightMode"="ForwardBase" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed3 worldNormal : COLOR;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 HalfLambert = dot(worldLightDir,worldNormal)*0.5+0.5;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb *HalfLambert;
fixed3 Color = ambient + diffuse;
return fixed4(Color,1.0);
}
ENDCG
}
}
}
1.2.1 HalfLambert——ShaderForge