【UnityShader入门精要】Unityshader中的漫反射(逐像素漫反射diffuse)

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公式

Cdiffuse=(Clight *mdiffuse)max(0,n*l)
实现代码

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders book/Chapter 6/Diffuse Vertex-Level" {
    Properties {
        _Diffuse("Diffuse",Color)=(1,1,1,1)
    }
    SubShader {
        Pass{
            Tags{"LightMode"="ForwardBase"}

            CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #include "Lighting.cginc"
        fixed4 _Diffuse;
        struct a2v{
            float4 vertex:POSITION;
            float4 normal:NORMAL;
        };
        struct v2f{
            float4 pos:SV_POSITION;
            fixed3 worldNormal:TEXCOORD0;
        };
        v2f vert(a2v v){
            v2f o;
            o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
            o.worldNormal = mul(v.normal,(float3x3)_World2Object);
            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


        }
    }
    FallBack "Diffuse"
}

效果图
这里写图片描述

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转载自blog.csdn.net/a435931517/article/details/78443387