
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);
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 worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
fixed halfLambert=dot(worldNormal,worldLightDir)*0.5+0.5;
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*halfLambert;
fixed3 viewDir=normalize(_WorldSpaceCameraPos.xyz-i.worldPosition.xyz);
fixed3 halfDir=normalize(worldLightDir+viewDir);
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(worldNormal,halfDir)),_Gloss);
fixed3 color =ambient+diffuse+specular;
return fixed4(color,1.0);
}
ENDCG