Unity3D
来源:互联网 发布:派拉软件 编辑:程序博客网 时间:2024/05/21 04:17
使用渐变纹理来控制漫反射控制。
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 7/Ramp Texture" { Properties { _Color("Color Tint", Color) = (1,1,1,1) _RampTex("Ramp Tex", 2D) = "white" {} _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss", Range(8.0, 256)) = 20 } SubShader { Pass { Tags {"LightMode" = "ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _RampTex; // 渐变纹理属性 float4 _RampTex_ST; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; // #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw) o.uv = TRANSFORM_TEX(v.texcoord, _RampTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; // Use the texture to sample the diffuse color fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5; fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb; fixed3 diffuse = _LightColor0.rgb * diffuseColor; fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow (max(0, dot(worldNormal, halfDir)), _Gloss); return fixed4(ambient + diffuse + specular, 10); } ENDCG } } FallBack "Diffuse"}
阅读全文
0 0
- Unity3D
- Unity3D
- Unity3D
- Unity3D
- unity3d
- Unity3D
- Unity3D
- Unity3D
- UNITY3D
- Unity3D
- unity3d
- unity3D
- Unity3D
- Unity3d
- Unity3D
- unity3D
- unity3D
- Unity3D
- C++的unique函数
- 广度优先搜索--抓住那头牛(poj 3278)
- C++标准库类型string
- cache地址映射
- c/s架构的网络通讯程序:功能包括拨号,发消息,传文件
- Unity3D
- 别让程序员停止在 35 岁,如何让我们走得更远
- Hive (一)
- 享元模式(Flyweight)-----基于JAVA语言
- McCabe环路复杂度计算方法
- Java subString 方法
- [leetcode] 73. Set Matrix Zeroes
- 飞机座位
- 时间戳和QDateTime相互转换