// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// 材质收到平行光,多个点光源影响
Shader "Custom/TestLightColor0" {
SubShader {
Pass{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
#include "lighting.cginc"
struct v2f{
float4 pos:POSITION;
float3 normal:NORMAL;
float3 wpos:TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.normal=UnityObjectToWorldNormal(v.normal);
o.wpos=mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag(v2f IN):COLOR
{
float3 N = IN.normal;
float3 L = normalize(_WorldSpaceLightPos0).xyz;
float ndotl=saturate(dot(N,L));
fixed4 col=_LightColor0*ndotl;
col+=UNITY_LIGHTMODEL_AMBIENT;
return col;
}
ENDCG
}
Pass{
Tags{"LightMode"="ForwardAdd"}
blend one one
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
#include "lighting.cginc"
struct v2f{
float4 pos:POSITION;
float3 normal:NORMAL;
float3 wpos:TEXCOORD0;
};
v2f vert(appdata_tan v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.normal=UnityObjectToWorldNormal(v.normal);
o.wpos=mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag(v2f IN):COLOR
{
float3 N = IN.normal;
float3 L = normalize(_WorldSpaceLightPos0).xyz;
float ndotl=saturate(dot(N,L));
float atten=1;
if(_WorldSpaceLightPos0.w!=0)
{
atten = 1.0/length(_WorldSpaceLightPos0.xyz);
}
fixed4 col=_LightColor0*ndotl*atten;
return col;
}
ENDCG
}
}
}
材质收到平行光,多个点光源影响
猜你喜欢
转载自blog.csdn.net/gepengmiss/article/details/86622491
今日推荐
周排行