Shader "ZX/BaseVertFragmentShadow"
{
Properties
{
_DiffuseTexture ("Diffuse Texture", 2D) = "white" {}
_DiffuseTint ( "Diffuse Tint", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
pass
{
Tags { "LightMode"="ForwardBase"} //第一步//
CGPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_fwdbase//第二步//
#include "UnityCG.cginc"
#include "AutoLight.cginc" //第三步//
sampler2D _DiffuseTexture;
float4 _DiffuseTint;
float4 _LightColor0; //第四步//
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
LIGHTING_COORDS(0, 1) //第五步//
};
v2f vertShadow(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
TRANSFER_VERTEX_TO_FRAGMENT(o); //第六步//
return o;
}
float4 fragShadow(v2f i) : COLOR
{
float4 diffuse = tex2D(_DiffuseTexture, i.uv);
float4 diffuseTerm = _LightColor0 * LIGHT_ATTENUATION(i); //第七步//
float4 finalColor = diffuseTerm * diffuse * _DiffuseTint;
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
参考链接:http://www.jianshu.com/p/74dfaabc0009