Shader "Custom/texture/test1" {
// 定义纹理属性
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular("Specular",Color)=(1,1,1)
_Gloss ("Gloss", Range(8.0,256)) = 20
}
SubShader {
Pass{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color
sampler2D _MainTex
// 纹理缩放平移属性
float4 _MainTex_ST
fixed4 _Specular
float _Gloss
struct a2v{
float4 vertex: POSITION
float3 normal:NORMAL
// 语义指定第一个纹理
float4 texcoord:TEXCOORD0
}
struct v2f{
float4 pos:SV_POSITION
float3 worldNormal:TEXCOORD0
float3 worldPos:TEXCOORD1
float2 uv:TEXCOORD2
}
v2f vert(a2v v){
v2f o
o.pos=mul(UNITY_MATRIX_MVP,v.vertex)
o.worldNormal=UnityObjectToWorldNormal(v.normal)
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz
// _MainTex_ST xy为缩放,zw为偏移
o.uv=v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw
// 也可以直接用内建函数
// o.uv=TRANSFORM_TEX(v.texcoord,_MainTex)
return o
}
fixed4 frag(v2f i):SV_Target{
fixed3 worldNormal=normalize(i.worldNormal)
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos))
// 使用纹理采样漫反射颜色
fixed halfLambert=0.5*dot(worldNormal,worldLightDir)+0.5
fixed3 diffuseColor=tex2D(_MainTex,fixed2(halfLambert,halfLambert)).rgb*_Color.rgb
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz
// fixed3 diffuse=_LightColor0.rgb*diffuseColor
// fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb
// fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo
// fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir))
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPos))
fixed3 halfDir=normalize(worldLightDir+viewDir)
// BlinnPhon光照模型
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(worldNormal,halfDir)),_Gloss)
return fixed4(ambient+diffuseColor+specular,1.0)
}
ENDCG
}
}
FallBack "Specular"
}
