模拟光源位置。材质受到该位置的光照影响

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
//模拟光源位置。材质受到该位置的光照影响
Shader "Custom/SimulatePointLight"
{
    Properties
    {
        _MainTex ("Texture"2D) = "white" {}
        _LightPosition ("Light Position"Vector) = (0000)
        _Width ("Width"Float ) = 0
    }
    
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma target 2.0
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal: NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float3 normal : TEXCOORD2;
                float3 worldPos : TEXCOORD1;
                float4 vertex : SV_POSITION;
                fixed3 color:COLOR;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _LightPosition;
            float _Width;
            
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.normal = mul(v.normal, (float3x3)unity_WorldToObject);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
              
                o.color = _LightColor0.rgb;
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.normal);
                fixed3 lightDir = normalize(_LightPosition.xyz - i.worldPos);
                // sample the texture
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb;

                //has ambient light
                fixed3 diffuse = albedo * saturate(0.5*dot(worldNormal, lightDir)+0.5)*i.color;

                //no ambient light
                //fixed3 diffuse = albedo * max(0, dot(worldNormal, lightDir));
                
                //col.rgb = saturate(col.rgb * (saturate(dot(i.normal, _LightPosition.xyz - normalize(i.worldPos))) +_Width));
                return fixed4(diffuse, 1.0);
            }
            
            ENDCG
        }
    }
}
 

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转载自blog.csdn.net/gepengmiss/article/details/86622518