- UNITY_LIGHTMODEL_AMBIENT 用来获取环境光
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "LXC/04pp Diffuse"
{
Properties{
_Diffuse("Diffuse Color",Color) = (1,1,1,1)
}
SubShader
{
Pass{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f {
float4 position:SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v) {
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 normalDir = normalize(mul(v.normal, (float3x3) unity_WorldToObject));
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir,lightDir),0)*_Diffuse.rgb;
f.color = diffuse + ambient; //光是综合作用所以叠加,叠加+会越来越亮,融合*
return f;
}
fixed4 frag(v2f f) :SV_Target{
return fixed4(f.color,1);
}
ENDCG
}
}
Fallback "VertexLit"
}