Unity3D Shader 半兰伯特光照模型

时间:2023-03-10 02:06:43
Unity3D Shader 半兰伯特光照模型

//效果预览

Unity3D Shader 半兰伯特光照模型

//Shader代码

Shader "Unlit/HalfLambert"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Diffuse ("Diffuse Color", Color) = (,,,)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog #include "UnityCG.cginc"
#include "Lighting.cginc" struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
}; struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS()
float4 vertex : SV_POSITION;
fixed3 worldNormal:TEXCOORD1;
}; sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Diffuse; v2f vert (a2v v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldNormal = mul((float3x3)unity_ObjectToWorld,v.normal);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
} fixed4 frag (v2f i) : SV_Target
{
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 worldNormal = normalize(i.worldNormal); fixed3 halLambert = 0.5+0.5*dot(worldLightDir,worldNormal); fixed3 dif = (UNITY_LIGHTMODEL_AMBIENT+halLambert*_LightColor0)*_Diffuse; // sample the texture
fixed4 col = tex2D(_MainTex, i.uv); // apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(dif * col.rgb, col.a); return col;
}
ENDCG
}
}
}