伪兰伯特光照模型处理阴影过渡

默认shader的光照过渡太明显,不够柔和,使用伪兰伯特光照模型进行处理

伪兰伯特
伪兰伯特
默认材质
默认材质

Shader "Custom/SimulateLambert"
{
    
    
    Properties
    {
    
    
      _Diffuse("漫反射颜色",COLOR) = (1,1,1,1)
      _Shadow("阴影过渡",float) = 0.3
      _White("反光值",float) = 0.3
      _MainTex("MainTex",2D) = "white"{
    
    }
    }
        SubShader
    {
    
    
        Pass
        {
    
    
            Tags {
    
    "LightMode" = "ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag


            #include "UnityCG.cginc"
            #include"Lighting.cginc"

            fixed4 _Diffuse;
            float _Shadow;
            float _White;
            sampler2D  _MainTex;
            float4  _MainTex_ST;

            struct v2f
            {
    
    
                float4 pos:POSITION;
                float4 color:COLOR;
                float4 uv:TEXCOORD3;
            };



            v2f vert(appdata_base v)
            {
    
    
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);//将顶点转换到裁剪空间
                o.color = UNITY_LIGHTMODEL_AMBIENT;//环境光

                o.uv.xy =  v.texcoord * _MainTex_ST.xy + _MainTex_ST.zw;

                float3 L = normalize(WorldSpaceLightDir(v.vertex)).xyz;

                float3 normal = UnityObjectToWorldNormal(v.normal);
                //float ndotl = saturate(dot(normal,L));//兰伯特模型
                float ndotl= _Shadow *(dot(normal,L))+ _White;//伪兰伯特模型
                o.color += ndotl * _LightColor0 * _Diffuse;
                return o;
            }

            fixed4 frag(v2f i) : COLOR
            {
    
    

                fixed4 texcolor = tex2D(_MainTex,i.uv.xy);
                return i.color * texcolor;
            }
            ENDCG
        }
    }
        Fallback"Specular"
}

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转载自blog.csdn.net/qq_27050589/article/details/128336451