Unity3d《Shader篇》漫反射
Shader "Custom/Ambient" { Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color("Diffuse Material Color", Color) = (,,,)
_SpecColor("Specular Color", Color) = (,,,)
_Shininess("Shininess", Float) =
} SubShader
{
Pass
{
Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #pragma exclude_renderers gles #pragma vertex vert
#pragma fragment frag sampler2D _MainTex; uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess; uniform float4 _LightColor0; struct vertexInput
{
float2 texCoord : TEXCOORD0;
float4 vertex : POSITION;
float3 normal : NORMAL;
}; struct vertexOutput
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD0;
}; vertexOutput vert( vertexInput input )
{
vertexOutput output;
float4x4 modelMatrix = _Object2World; float3 normalDir = normalize(float3(mul(_Object2World, float4(input.normal,0.0))));
float3 lightDir = normalize(float3(_WorldSpaceLightPos0));
float3 viewDir = normalize(_WorldSpaceCameraPos - float3(mul(_Object2World,input.vertex))); float specularRefection = float3(_LightColor0)*float3(_SpecColor)*pow(max(0.0,dot(reflect(-lightDir,normalDir),viewDir)),_Shininess);
float3 diffuseReflection = float3(_LightColor0)*float3(_Color)*max(0.0,dot(normalDir,lightDir)); float3 ambientLighting = float3(UNITY_LIGHTMODEL_AMBIENT)*float3(_Color); output.color = float4(ambientLighting+diffuseReflection+specularRefection,1.0);
output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
output.texCoord = input.texCoord; return output; } float4 frag(vertexOutput input) : COLOR
{
float4 col = tex2D(_MainTex,input.texCoord)*_Color;
return input.color*col; } ENDCG
}
} FallBack "Diffuse"
}