Shader "Unlit/Ramp Texture"
{
Properties
{
_Color ("Color Tint", Color)=(1,1,1,1)
_RampTex ("Ramp Tex", 2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_Gloss ("Gloss" ,Range (8.0,256)) =20
}
SubShader
{
Tags { "LightMode"="ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #pragma multi_compile_fog
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex; //定义_RampTex的纹理属性变量 float4 _RampTex_ST;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex :POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal :TEXCOORD0;
float3 worldPos :TEXCOORD1;
float2 uv : TEXCOORD2;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//使用内置宏TRANSFORM_TEX(顶点纹理坐标,纹理名)计算经过平铺和偏移后的纹理坐标
o.uv = TRANSFORM_TEX (v.texcoord,_RampTex) ;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
//光源方向
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//使用半兰伯特模型构建一个纹理坐标,使用此坐标对渐变纹理进行采样,uv方向都使用半兰博特,最后将渐变纹理与材质纹理相乘
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
//漫反射光=入射光线强度*纹素值*散射颜色
fixed3 diffuse = _LightColor0.rgb * tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//视角方向
fixed3 viewDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//半角方向
fixed3 halfDir = normalize(worldLightDir+viewDir);
//BlinnPhong高光反射=入射光线颜色强度*材质的高光反射系数*n次平方(取值为正数(法线方向 · 半角方向),n);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow (max(0, dot(worldNormal,halfDir)),_Gloss);
return fixed4 (ambient + diffuse +specular,1.0);
}
ENDCG
}
}
FallBack"Specular"
}
iASE
效果对比
网友评论