基于顶点的
Shader "MyShader/Diffuse"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
float4 _Diffuse;
struct v2f
{
float4 vertex:SV_POSITION;
fixed3 color : Color;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLight));
o.color = diffuse + ambient;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
}
基于片元的
Shader "MyShader/Diffuse2"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldNormal:NORMAL;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 diffuse = _Diffuse.rgb*_LightColor0.rgb*saturate(dot(worldLight, i.worldNormal));
float3 temp = diffuse + ambient;
return fixed4(temp, 1);
}
ENDCG
}
}
}
半兰伯特光照模型
Shader "MyShader/Diffuse2"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldNormal:NORMAL;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 diffuse = _Diffuse.rgb*_LightColor0.rgb*(dot(worldLight, i.worldNormal)*0.5+0.5);
float3 temp = diffuse + ambient;
return fixed4(temp, 1);
}
ENDCG
}
}
}
半兰伯特光照模型能使阴暗的部分亮一些,效果更佳。