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Shader "Unlit/SpecularVertexLevelMat" { Properties { _Diffuse("Difuse", Color) = (1, 1, 1, 1) //漫反射颜色属性 _Specular("Specular", Color) = (1, 1, 1, 1) //高光反射颜色 _Gloss("Gloss", Range(8.0, 256)) = 20 //控制高光区域大小 } SubShader{ Pass{ //LightMode 定义Pass在Unity光照流水线中的角色 Tags{"LightMode" = "ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v{ float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f{ float4 pos : SV_POSITION; fixed3 color : COLOR; }; v2f vert(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir)); // 反射方向 = l - 2(n · l)n ,函数reflect(i, n) i代表入射方向, n代表法线方向 fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal)); //viewDir指物体表面顶点指向相机位置的方向 fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz); //高光反射 = 入射光颜色强度 * 材质高光反射系数 * Max(0, 视角方向 · 反射方向)^ 光泽度 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss); o.color = ambient + diffuse + specular; return o; } fixed4 frag(v2f i) : SV_Target{ return fixed4(i.color, 1.0); } ENDCG } } Fallback "Specular" }