核心
效果圖
三種漸變紋理效果對(duì)比
Shader "Unlit/014"
{
Properties
{
_RampTex ("MainTex", 2D )= "white" {}
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex :SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
//頂點(diǎn)位置
o.vertex = UnityObjectToClipPos(v.vertex);
//法線方向
fixed3 worldNormal =UnityObjectToWorldNormal( v.normal);
o.worldNormal=worldNormal;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
//UV =頂點(diǎn)紋理坐標(biāo)進(jìn)行縮放+偏移
o.uv =TRANSFORM_TEX(v.texcoord, _RampTex);//v.texcoord.xy * _RampTex_ST.xy + _RampTex_ST.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//光源方向
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
//半羅伯特模型
fixed halfLambert = max(0, dot(worldLightDir,i.worldNormal)*0.5+0.5);
//漫反射光=入射光線強(qiáng)度*紋素值*散射顏色
fixed3 diffuse = _LightColor0.rgb * tex2D(_RampTex, fixed2( halfLambert, halfLambert)) * _Diffuse.rgb ;
//環(huán)境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//視角方向
fixed3 viewDir = normalize( UnityWorldSpaceViewDir(i.worldPos));
//半角方向
fixed3 halfDir =normalize(worldLightDir + viewDir);
//BlinnPhong高光反射=入射光線顏色強(qiáng)度*材質(zhì)的高光反射系數(shù)*n次平方(取值為正數(shù)(法線方向 · 半角方向)炫欺,n)震檩;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(i.worldNormal,halfDir)),_Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color,1);
}
ENDCG
}
}
}