Shader "Unity Shader Book/Chapter6/Diffuse Vertex-Level" { Properties { _Diffuse("Diffuse",Color) = (1.0,1.0,1.0,1.0) } SubShader { Tags { "LightMode"="ForwardBase" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; struct appdata { float4 vertex : POSITION; //顶点在模型空间的坐标 float3 normal : NORMAL; //法线 } ; struct v2f { fixed3 color : COLOR; //输出颜色 float4 pos : SV_POSITION; //输出位置 } ; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); //模型空间转换到裁剪空间 fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; //环境光 fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject)); //法线方向n fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz); //光源位置 fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight)); //公式计算 o.color = ambient + diffuse; return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(i.color,1.0); } ENDCG } } }
Shader "Unity Shader Book/Chapter6/SpecularVertexLevel" { Properties { _Diffuse("Diffuse",Color) = (1.0,1.0,1.0,1.0) _Specular("Specular",Color) = (1.0,1.0,1.0,1.0) _Gloss("Gloss",Range(8.0,256)) = 20 //size of specular area } SubShader { Tags { "LightMode"="ForwardBase" } //Be careful ,The light direction will be opposite without this Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; } ; struct v2f { float3 color: COLOR; float4 pos : SV_POSITION; } ; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); //equal to "o.pos = mul(UNITY_MATRIX_MVP,v.vertex);" fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject)); // or use UnityObjectToWorldNormal(v.normal) fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir)); fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal)); //反射方向矢量r fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld,v.vertex).xyz); //视线方向 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss); //公式计算 o.color = ambient + diffuse + specular; return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(i.color,1.0); } ENDCG } } }