//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
}
}
}
逐像素高光反射
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转载自blog.csdn.net/ABigDeal/article/details/81537114
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