Cg per-vertex lighting
2015-10-15 17:32
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Shader "Custom/Cg per-vertex lighting" { Properties { _Color("Diffuse Material Color",Color) = (1,1,1,1) _SpecColor("Specular Material Color",Color)=(1,1,1,1) _Shininess("Shininess",Float) = 10 } SubShader { Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _LightColor0; uniform float4 _Color; uniform float4 _SpecColor; uniform float _Shininess; struct vertexInput { float4 vertex:POSITION; float3 normal:NORMAL; }; struct vertexOutput { float4 pos:SV_POSITION; float4 col:COLOR; }; vertexOutput vert(vertexInput input) { vertexOutput output; float4x4 modelMatrix = _Object2World; float4x4 modelMatrixInverse = _World2Object; float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz); float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix,input.vertex).xyz); float3 lightDirection; float attenuation; if(0.0==_WorldSpaceLightPos0.w) { attenuation = 1.0; lightDirection = normalize(_WorldSpaceLightPos0.xyz); } else { float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex).xyz; float distance = length(vertexToLightSource); attenuation = 1.0/distance; lightDirection = normalize(vertexToLightSource); } float3 ambientLighting = UNITY_LIGHTMODEL_AMBIENT.rgb*_Color.rgb; float3 diffuseReflection = attenuation * _LightColor0.rgb * _Color.rgb * max(0.0,dot(normalDirection,lightDirection)); float3 specularReflection ; if(dot(normalDirection,lightDirection)<0.0) { specularReflection = float3(0.0,0.0,0.0); } else { specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * pow(max(0.0,dot(reflect(-lightDirection ,normalDirection),viewDirection)),_Shininess); } output.col = float4(ambientLighting + diffuseReflection + specularReflection, 1.0); output.pos = mul(UNITY_MATRIX_MVP,input.vertex); return output; } float4 frag(vertexOutput input):COLOR { return input.col; } ENDCG } Pass { Tags { "LightMode" = "ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _LightColor0; uniform float4 _Color; uniform float4 _SpecColor; uniform float _Shininess; struct vertexInput { float4 vertex:POSITION ; float3 normal:NORMAL; }; struct vertexOutput { float4 pos:SV_POSITION; float4 col:COLOR; }; vertexOutput vert(vertexInput input) { vertexOutput output; float4x4 modelMatrix = _Object2World ; float4x4 modelMatrixInverse = _World2Object; float3 normalDirection = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz); float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix,input.vertex).xyz); float3 lightDirection; float attenuation; if(0.0==_WorldSpaceLightPos0.w) { attenuation = 1.0; lightDirection = normalize(_WorldSpaceLightPos0.xyz); } else { float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - mul(modelMatrix,input.vertex).xyz; float distance = length(vertexToLightSource); attenuation = 1.0/distance; lightDirection = normalize(vertexToLightSource); } float3 diffuseReflection = attenuation * _LightColor0.rgb * _Color.rgb * max(0.0,dot(normalDirection,lightDirection)); float3 specularReflection; if(dot(normalDirection,lightDirection)<0.0) { specularReflection = float3(0,0,0); } else { specularReflection = attenuation * _LightColor0.rgb *_SpecColor.rgb * pow(max(0.0,dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess); } output.col = float4(diffuseReflection + specularReflection,1.0); output.pos = mul(UNITY_MATRIX_MVP,input.vertex); return output; } float4 frag(vertexOutput input):COLOR { return input.col; } ENDCG } } FallBack "Specular" }
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