// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
//高光反射光照模型 specular = (c.m)max(0,v.r)乘glass的 次方
//需要4个参数:入射光颜色和强度c,材质的高光反射系数m,视角方向v,反射方向r
//反射方向 reflect(i.n) i为入射方向 n为法线方向
//逐顶点方法
//得到的高光效果问题比较大
Shader "Unity shader book/Chapter 6/Specular VertexLevel" {
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members pos)
//#pragma exclude_renderers d3d11
#pragma vertex vert
#pragma fragment frag