UnityShader学习-纹理shader

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'Shader "Custom/SingleTexture" {Properties {_Color ("Color", Color) = (1,1,1,1)_MainTex ("Albedo (RGB)", 2D) = "white" {}_Glossiness ("Smoothness", Range(8.0,256)) = 20_Specular ("Specular", Color) = (1,1,1,1)}SubShader {//_LightColor0只有定义了"LightMode" = "ForwardBase"才正确Tags { "RenderType"="Opaque" "LightMode" = "ForwardBase"}Pass {CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc" #include "Lighting.cginc"fixed4 _Color;sampler2D _MainTex;float4 _MainTex_ST;float _Glossiness;fixed4 _Specular;struct a2v{float4 vertex:POSITION;  //顶点坐标float3 normal:NORMAL; //顶点法线float4 texcoord:TEXCOORD0; //第一组纹理坐标};struct v2f{float4 pos:SV_POSITION; //裁剪空间的位置,顶点着色器必做的操作,把顶点从模型空间转换到裁剪空间float4 worldPos:TEXCOORD0;//世界坐标,用于计算光照float3 worldNormal:TEXCOORD1;//世界法线,用于计算光照float2 uv:TEXCOORD2;//采样得到的UV值};v2f vert(a2v v){v2f o;o.pos = UnityObjectToClipPos(v.vertex);//模型坐标转到裁剪坐标o.worldPos = mul(unity_ObjectToWorld,v.vertex); //得到世界坐标o.worldNormal = UnityObjectToWorldNormal(v.normal);//得到世界法线量o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); //对顶点的纹理坐标转换得到最终的UV值return o;}fixed4 frag(v2f i):SV_Target{fixed3 worldNormal = normalize(i.worldNormal);//计算出归一化的世界法线fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));//归一化的从点到光源的方向fixed3 abedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;//本身的颜色fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;//环境光fixed3 halfLambert = dot(worldNormal,worldLightDir) * 0.5 + 0.5;//半兰伯特模型fixed3 diffuse = _LightColor0.rgb * abedo * halfLambert;//漫反射颜色fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));//从该点到相机的方向fixed3 halfDir = normalize(worldLightDir + viewDir);//Phong模型fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Glossiness);//高光反射return fixed4(ambient + diffuse + specular,1);//最终颜色}ENDCG}}FallBack "Specular"}

一开始没有定义Tags { "RenderType"="Opaque" "LightMode" = "ForwardBase"} 导致效果不对一直不对,定义了才好了。