Shader-高光反射(畫素實現)
阿新 • • 發佈:2018-12-21
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "LXC/08 Specular Fragment" { Properties{ _Diffuse("Diffuse Color",Color) = (1,1,1,1) _Gloss("Gloss",Range(8,200)) = 10 _Specular("Specular Color",Color)=(1,1,1,1) } SubShader { Pass{ Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #include "Lighting.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Diffuse; half _Gloss; fixed4 _Specular; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; }; struct v2f { float4 position:SV_POSITION; float3 worldNormal : TEXCOLOR0; float3 worldVertex : TEXCOLOR1; }; v2f vert(a2v v) { v2f f; f.position = UnityObjectToClipPos(v.vertex); f.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject); f.worldVertex = mul(v.vertex, unity_WorldToObject).xyz; return f; } fixed4 frag(v2f f) :SV_Target{ fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb; fixed3 normalDir = normalize(f.worldNormal); fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir, lightDir), 0)*_Diffuse.rgb; fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - f.worldVertex); fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss) * _Specular.rgb; fixed3 tempColor = diffuse + ambient + specular; return fixed4(tempColor,1); } ENDCG } } Fallback "Diffuse" }