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Shader基础知识
unity3d 中 七种坐标知识详解
一个高光方向总是对着镜头的shader
Shader "Custom/testS"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque"}
LOD 200
Pass{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma target 3.0
fixed4 _Color;
struct a2v {
//顶点位置,法线与贴图
float4 vertex:POSITION;
float3 normal:NORMAL;
float2 texcoord:TEXCOORD0;
};
struct v2f
{
//传给片元数据
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
fixed4 color:COLOR;
};
v2f vert(a2v v){
//创建v2f数据 o
v2f o;
//获取顶点的裁剪坐标
o.pos = UnityObjectToClipPos(v.vertex);//将模型顶点坐标转换为裁剪坐标 //顶点法线 * 世界转模型法线 获取世界法线?
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
//获取世界顶点
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
//TRANSFER_SHADOW(o)
o.color = _Color;
return o;
}
fixed4 frag(v2f i) : COLOR{
//float3 normalDir = normalize(mul(i.worldNormal, (float3x3)unity_ObjectToWorld));
float3 normalDir = normalize(i.worldNormal);
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//计算法线
float3 diffuse = _LightColor0.rgb * max(dot(normalDir,lightDir),0) * _Color;
//获取环境光
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
//最终颜色
float4 g = float4(diffuse + ambient , 1);
return g;
}
ENDCG
}
}
FallBack "Diffuse"
}