// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
//模拟光源位置。材质受到该位置的光照影响
Shader "Custom/SimulatePointLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightPosition ("Light Position", Vector) = (0, 0, 0, 0)
_Width ("Width", Float ) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal: NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD2;
float3 worldPos : TEXCOORD1;
float4 vertex : SV_POSITION;
fixed3 color:COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _LightPosition;
float _Width;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = _LightColor0.rgb;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.normal);
fixed3 lightDir = normalize(_LightPosition.xyz - i.worldPos);
// sample the texture
fixed3 albedo = tex2D(_MainTex, i.uv).rgb;
//has ambient light
fixed3 diffuse = albedo * saturate(0.5*dot(worldNormal, lightDir)+0.5)*i.color;
//no ambient light
//fixed3 diffuse = albedo * max(0, dot(worldNormal, lightDir));
//col.rgb = saturate(col.rgb * (saturate(dot(i.normal, _LightPosition.xyz - normalize(i.worldPos))) +_Width));
return fixed4(diffuse, 1.0);
}
ENDCG
}
}
}