Unity3D Shader 半兰伯特光照模型
//效果预览
//Shader代码
Shader "Unlit/HalfLambert" { Properties { _MainTex ("Texture", 2D) = "white" {} _Diffuse ("Diffuse Color", Color) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "Lighting.cginc" struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; fixed3 worldNormal:TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Diffuse; v2f vert (a2v v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.worldNormal = mul((float3x3)unity_ObjectToWorld,v.normal); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 worldNormal = normalize(i.worldNormal); fixed3 halLambert = 0.5+0.5*dot(worldLightDir,worldNormal); fixed3 dif = (UNITY_LIGHTMODEL_AMBIENT+halLambert*_LightColor0)*_Diffuse; // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return fixed4(dif * col.rgb, col.a); return col; } ENDCG } } }