Shader "MyShader/09_Single"{
Properties{
_Single("Single Color",Color) = (1,1,1,1)
_Specular("Specular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(5,100)) = 25
_MainTex("_Main Tex",2D)="white"{}
}
SubShader{
Tags{"LightMode" = "ForwardBase"}
Pass{
CGPROGRAM
#include "Lighting.cginc"
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Single;
fixed4 _Specular;
half _Gloss;
sampler2D _MainTex;
float4 _MainTex_ST;//纹理属性,纹理名+_ST
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal : TEXCOORD0;
float4 worldVertex : TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(appdata_full v) {
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
//f.uv = v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;//计算纹理贴图对应的坐标(xy)缩放和偏移(zw)
f.uv = TRANSFORM_TEX(v.texcoord, _MainTex);//同上,另一种计算方式
return f;
}
fixed4 frag(v2f o) :SV_Target{
fixed3 albedo =tex2D(_MainTex,o.uv.xy).rgb*_Single.rgb;//将计算好的纹理坐标和纹理贴图进行对应并与纹理颜色融合
fixed3 ambient0 = UNITY_LIGHTMODEL_AMBIENT.rgb*albedo;//将环境光颜色和纹理贴图的颜色融合
fixed3 normalDir = normalize(o.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(o.worldVertex));
fixed3 halfLambert = dot(lightDir, normalDir)*0.5 + 0.5;
fixed3 Diffuse0 = _LightColor0.rgb*albedo*halfLambert;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex));
fixed3 halfDir = normalize(lightDir+viewDir);
fixed3 Specular0 = _LightColor0.rgb*_Specular.rgb*pow(max(dot(halfDir,normalDir),0), _Gloss);
fixed3 tempColor = Diffuse0 + Specular0 + ambient0;
return fixed4(tempColor,1);
}
ENDCG
}
}
Fallback "VertexLit"
}
TA之路——Shader学习06(基础纹理之纹理映射)
最新推荐文章于 2025-04-07 19:33:22 发布