// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "BBBBBBBBBB/貼圖/03---漸變貼圖" {
Properties{
_Color("Color Tint", Color) = (1, 1, 1, 1)
_RampTex("Ramp Tex", 2D) = "white" {}
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
}
SubShader{
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
//將頂點從模型空間轉換到裁剪空間
o.pos = UnityObjectToClipPos(v.vertex);
//將法線轉換到世界空間
o.worldNormal = UnityObjectToWorldNormal(v.normal);
//點再世界空間中的位置
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target {
//計算環境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//序列化法線
fixed3 worldNormal = normalize(i.worldNormal);
//得到光源方向
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//半蘭伯特 漫反射計算
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert,halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
//高光反射
//獲取點到攝像機的方向角度,視角方向
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//光源方向+視角方向???
fixed3 halfDir = normalize(worldLightDir + viewDir);
//dot(worldNormal, halfDir)?不應該是視角方向*反射角方向嗎
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
//環境光 + 漫反射 +高光
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}