逐顶点光照

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// 逐顶点光照
Shader "Custom/CVertexShader" {

    Properties{
        _Color("Color Tint"Color) = (1.01.01.01.0)
    }

    SubShader {
    
        Pass{
            Tags{
                "LightMode"="ForwardBase"
            }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Color;

            struct a2v{
                float4 vertex:POSITION;
                float3 normal:NORMAL;
            };

            struct v2f{
                float4 pos:SV_POSITION;
                fixed3 color:COLOR;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(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*_Color.rgb*saturate(dot(worldNormal,worldLight));
                o.color = ambient+diffuse;
                return o;
            }

            fixed4 frag(v2f i):SV_Target{
                fixed3 c = i.color;
                return fixed4(c, 1.0);
            }
            ENDCG
        }
    }
    
    FallBack "Diffuse"
}
 

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转载自blog.csdn.net/gepengmiss/article/details/86622536
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