Shader "Custom/two/LightModel" {
Properties {
_Diffuse ("Diffuse", Color) = (1,1,1,1)
}
SubShader {
Pass{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLight=normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal,worldLight));
fixed3 color=ambient+diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
