【UnityShader入门精要】Unityshader中的漫反射(逐顶点漫反射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'

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 color:COLOR;
        };
        v2f vert(a2v v){
        v2f o;
        o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
        fixed3 ambient= UNITY_LIGHTMODEL_AMBIENT.xyz;
        fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
        fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
        fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
        o.color = ambient+diffuse;
        return o;

        }
        fixed4 frag(v2f i):SV_Target{
            return fixed4(i.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/78443124