// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "LXC/07 Specular Vertex"
{
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 : COLOR0;
};
v2f vert(a2v v) {
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
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;
//高光反射
//反射光的方向
fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光
//视野方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置
fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), 5);
f.color = diffuse + ambient + specular;
return f;
}
fixed4 frag(v2f f) :SV_Target{
return fixed4(f.color,1);
}
ENDCG
}
}
Fallback "Diffuse"
}
扩展控制高光范围
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "LXC/07 Specular Vertex"
{
Properties{
_Diffuse("Diffuse Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,200)) = 10
}
SubShader
{
Pass{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
half _Gloss;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f {
float4 position:SV_POSITION;
fixed3 color : COLOR0;
};
v2f vert(a2v v) {
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
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;
//高光反射
//反射光的方向
fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光
//视野方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置
fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss);
f.color = diffuse + ambient + specular;
return f;
}
fixed4 frag(v2f f) :SV_Target{
return fixed4(f.color,1);
}
ENDCG
}
}
Fallback "Diffuse"
}
控制高光颜色
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "LXC/07 Specular Vertex"
{
Properties{
_Diffuse("Diffuse Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,200)) = 10
//控制高光颜色
_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;
fixed3 color : COLOR0;
};
v2f vert(a2v v) {
v2f f;
f.position = UnityObjectToClipPos(v.vertex);
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;
//高光反射
//反射光的方向
fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光
//视野方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置
fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss) * _Specular.rgb;
f.color = diffuse + ambient + specular;
return f;
}
fixed4 frag(v2f f) :SV_Target{
return fixed4(f.color,1);
}
ENDCG
}
}
Fallback "Diffuse"
}