逐像素光照模型
2017-03-18 本文已影响83人
木心Sepith
Shader "Custom/Diffuse Fragment" {
SubShader{
Pass{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f {
float4 position:SV_POSITION;
float3 worldNormal:TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.position = mul(UNITY_MATRIX_MVP, v.vertex);//坐标转换
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);//将法线传给顶点函数用
return o;
}
fixed4 frag(v2f f) :SV_Target{
//获取法线的方向
fixed3 worldNormal = normalize(f.worldNormal);
//获取光的方向
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * saturate(dot(worldNormal, worldLightDir) *0.5 + 0.5);//使用半兰伯特光照模型
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 color = diffuse + ambient;
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}