一个不受光照影响的白色物体
Shader "white" {
SubShader{
Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v {
float4 vertex : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
return fixed4(1.0,1.0,1.0,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
一个不受光照影响的贴图物体(uv计算方法)
Shader "white" {
Properties{
_MainTex("贴图",2D)="white"
}
SubShader{
Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct a2v {
float4 vertex : POSITION;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 texColor = tex2D(_MainTex,i.uv).rgb;
return fixed4(texColor,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
基础的漫反射材质(顶点着色器)
Shader "white" {
SubShader{
Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
pass {
Tags{"Lightmode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct a2v {
float4 vertex : POSITION;
float4 normal:NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//顶点着色器函数的基本功能
float3 worldNormal = UnityObjectToWorldNormal(v.normal);//保证法线和光线在同一个空间(世界空间)下计算
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);//_WorldSpaceLightPos0:指向光源
fixed3 diffuse = saturate(dot(worldNormal, worldLight));//只受光源方向影响
//diffuse = _LightColor0.rgb * diffuse;//受到光源强度影响。_LightColor0:场景中的光源
//diffuse = _Diffuse * diffuse;//受到自身颜色影响。_Diffuse:自身颜色
//diffuse = UNITY_LIGHTMODEL_AMBIENT.xyz+diffuse;//受到环境光影响。UNITY_LIGHTMODEL_AMBIENT:环境光
o.color = diffuse;
return o;
}
fixed4 frag(v2f i) : SV_Target{
return fixed4(i.color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
基础高光模型(顶点着色器,单位光照)
Shader "white" {
Properties{
_Gloss("光泽度",float)=1
}
SubShader{
Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
pass {
Tags{"Lightmode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float4 normal:NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));//世界空间中的反射方向
fixed3 viewDir = WorldSpaceViewDir(v.vertex);//世界空间中的观察方向
fixed3 specular = pow(saturate(dot(reflectDir, viewDir)), _Gloss);//高光颜色
//specular = _LightColor0.rgb * specular;//受到光源颜色和强度影响
//specular = _Specular.rgb * specular;//调整高光颜色和强度
o.color = specular;
return o;
}
fixed4 frag(v2f i) : SV_Target{
return fixed4(i.color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}