Shader-漫反射(像素实现)

  • 系统内置漫反射Shader "Diffuse"
    // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
    
    Shader "LXC/05 Diffuse Fragment"
    {
    	Properties{
    		_Diffuse("Diffuse Color",Color) = (1,1,1,1)
    	}
    		SubShader
    	{
    		Pass{
    		Tags{ "LightMode" = "ForwardBase" }
    		CGPROGRAM
    #include "Lighting.cginc"
    #pragma vertex vert		
    #pragma fragment frag
    		fixed4 _Diffuse;
    
    	struct a2v {
    		float4 vertex:POSITION;
    		float3 normal:NORMAL;
    	};
    
    	struct v2f {
    		float4 position:SV_POSITION;
    		fixed3 worldNormalDir : COLOR0;
    	};
    
    	v2f vert(a2v v) {
    		v2f f;
    		f.position = UnityObjectToClipPos(v.vertex);		
    		f.worldNormalDir = mul(v.normal, (float3x3) unity_WorldToObject);
    		return f;
    	}
    
    
    	fixed4 frag(v2f f) :SV_Target{
    		fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
    		fixed3 normalDir = normalize(f.worldNormalDir);	//没有发现需要传递
    		fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
    		fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir,lightDir),0)*_Diffuse.rgb;
    		fixed3 tempColor = diffuse + ambient;
    		return fixed4(tempColor,1);
    	}
    		ENDCG
    	}
    	}
    		Fallback "Diffuse"	//系统内置漫反射Shader
    }

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转载自blog.csdn.net/qq_42459006/article/details/84109263