Shader "Custom/光照" {
SubShader{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
#include "lighting.cginc"
struct v2f {
float4 pos: POSITION;
fixed4 color : COLOR;
float3 normal:NORMAL;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = float4(1, 0, 0, 1);
o.normal = v.normal;
return o;
}
fixed4 frag(in v2f IN) :COLOR
{
float3 L = normalize(_WorldSpaceLightPos0).xyz;
L = mul(unity_WorldToObject, L);
float c = dot(IN.normal, L);
c = saturate(c);
IN.color = _LightColor0*c;
return IN.color+UNITY_LIGHTMODEL_AMBIENT;
}
ENDCG
}
}
}
