公式
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
float3 color :COLOR;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormal:COLOR0;
fixed3 color:COLOR1;
fixed3 worldPosition:COLOR2; //声明世界坐标
};
v2f vert(a2v v){
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject);
o.worldPosition=mul(unity_ObjectToWorld,v.vertex);//得到物体的世界坐标
o.color=fixed3(1,0,0);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLight=normalize(_WorldSpaceLightPos0.xyz);
fixed halfLambert=dot(worldNormal,worldLight)*0.5+0.5;
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*halfLambert;
fixed3 reflectDir=normalize(reflect(-worldLight,worldNormal));//见上图,reflect(i,n)
fixed3 viewDir=normalize(_WorldSpaceCameraPos.xyz-i.worldPosition.xyz);//摄像机的世界坐标减去物体的世界坐标,得到一个向
量然后归一化既得到了摄像机朝向.
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir,viewDir)),_Gloss);
fixed3 color =ambient+diffuse+specular;
return fixed4(color,1.0);
}
ENDCG
用unity内置函数重写了shader |
Shader"wx/Single Texture"{
Properties{
_Color("Color Tint",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_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;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
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=UnityObjectToClipPos(v.vertex);
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
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));
fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir=normalize(worldLightDir+viewDir);
fixed3 specular =_Specular.rgb*pow(max(0,dot(worldNormal,halfDir)),_Gloss);
return fixed4 (diffuse+specular,1.0);
}
ENDCG
}
}
Fallback "Specular"
}