// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "LXC/08 Specular Fragment"
{
Properties{
_Diffuse("Diffuse Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,200)) = 10
_Specular("Specular Color",Color)=(1,1,1,1)
}
SubShader
{
Pass{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
half _Gloss;
fixed4 _Specular;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f {
float4 position:SV_POSITION;
float3 worldNormal : TEXCOLOR0;
float3 worldVertex : TEXCOLOR1;
};
v2f vert(a2v v) {
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
f.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
f.worldVertex = mul(v.vertex, unity_WorldToObject).xyz;
return f;
}
fixed4 frag(v2f f) :SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 normalDir = normalize(f.worldNormal);
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir, lightDir), 0)*_Diffuse.rgb;
fixed3 reflectDir = normalize(reflect(-lightDir, normalDir));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - f.worldVertex);
fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss) * _Specular.rgb;
fixed3 tempColor = diffuse + ambient + specular;
return fixed4(tempColor,1);
}
ENDCG
}
}
Fallback "Diffuse"
}
Shader-高光反射(像素实现)
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