逐像素高光反射


//逐像素光照
Shader "Unity Shader Book/Chapter 6/Specular Vertex_Leve2"
{
	Properties
	{
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
		SubShader
	{
		Pass
		{
			Tags { "LightMode" = "ForwardBase" }
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "Lighting.cginc"
			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct a2v {
				float4 vertex :POSITION;
				float3 normal :NORMAL;
			};

			struct v2f {
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORDO;
				float3 worldPos:TEXCOORD1;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				o.worldNormal = mul(v.normal, (float3x3)_World2Object);
				o.worldPos = mul(_Object2World, v.vertex).xyz;
				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 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir, viewDir)), _Gloss);

				return fixed4(ambient + diffuse + specular, 1.0);
			}
				ENDCG
		}
	}
		
}

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转载自blog.csdn.net/ABigDeal/article/details/81537114