// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "My/Shader_diffuse_fragment"
{
Properties
{
_Diffuse("漫反射",color) = (1.0,1.0,1.0,1.0)
}
SubShader
{
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse; //颜色属性范围是0~1 所以可以使用 fixed 来存放
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f {
float4 pos: SV_POSITION;
fixed3 worldNormal : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//顶点的世界坐标系法线
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
fixed3 color = ambient + diffuse;
return fixed4(color, 1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
- 解读
顶点着色器计算好世界坐标及其法线,传递给片元着色器计算光照,这样比顶点着色器更平滑。
其他详解,请跳转上一篇
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