// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/11 Single Texture"{
Properties{
_Color("Color",Color)=(1,1,1,1) //纹理颜色
_MainTex("Main Tex",2D)="white"{} //纹理,默认白色图片
_Specular("Specular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(10,200)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color; //纹理颜色
sampler2D _MainTex; //定义图片
fixed4 _Specular;
half _Gloss;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 textcoord:TEXCOORD0; //取得纹理坐标
};
struct v2f {
float4 svPos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float4 uv:TEXCOORD2; //取得纹理坐标
};
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv=v.textcoord;
return f;
}
fixed4 frag(v2f f):SV_Target {
fixed3 normalDir = normalize(f.worldNormal);
fixed3 lightDir = normalize(WorldSpaceLightDir(f.worldVertex));
//纹理坐标取对应图片颜色 代替漫反射的颜色
fixed3 texColor = tex2D(_MainTex,f.uv.xy)*_Color.rgb; //取得像素点,与颜色融合
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(normalDir, lightDir), 0);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(f.worldVertex));
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(dot(normalDir, halfDir), 0), _Gloss);
fixed3 tempColor = diffuse + specular + UNITY_LIGHTMODEL_AMBIENT.rgb*texColor; //环境光与纹理融合
return fixed4(tempColor, 1);
}
ENDCG
}
}
Fallback "Specular"
}
Shader-映射纹理
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转载自blog.csdn.net/qq_42459006/article/details/84189200
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