利用镜面反射让游戏闪耀起来

来源:互联网 发布:隆昌知行中学图片 编辑:程序博客网 时间:2024/05/19 05:32
Shader "Phong"{    Properties    {        _MainTex("MainTex", 2D) = "white" {}        _MainTint("Mainint", Color) = (1, 1 ,1 ,1)        _SpecPower("SpecPower", Range(0, 30)) = 1        _SpecularColor("SpecColor", Color) = (1, 1, 1, 1)    }    SubShader    {        Tags        {            "RenderType" = "Opaque"        }        LOD 200        CGPROGRAM        #pragma surface surf Phong        sampler2D _MainTex;        float4 _MainTint;        float _SpecPower;        float4 _SpecularColor;        inline fixed4 LightingPhong(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)        {            float diff = dot(s.Normal, lightDir);            float3 reflectionVector = normalize(2.0 * s.Normal * diff - lightDir);            float spec = pow(max(0, dot(reflectionVector, viewDir)), _SpecPower);            float3 finalSpec = _SpecularColor.rgb * spec;            fixed4 c;            c.rgb = (s.Albedo * _LightColor0 * diff) + (_LightColor0 * spec);            c.a = 1.0;            return c;        }        struct Input        {            float2 uv_MainTex;        };        void surf(Input IN, inout SurfaceOutput o)        {            half4 c = tex2D(_MainTex, IN.uv_MainTex);            o.Albedo = c.rgb;            o.Alpha = c.a;        }        ENDCG    }}

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