顶点高光.Shader

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Shader "Custom/Light/SpecularLightVert"{    Properties{        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)        _Specular("Specular", Color) = (1, 1, 1, 1)        _Gloss("Gloss", Range(8.0, 256)) = 20    }    SubShader{        Pass{            Tags{                "LightMode" = "ForwardBase"            }            CGPROGRAM            #include "Lighting.cginc"            #pragma vertex vert            #pragma fragment frag            fixed4 _Diffuse;            fixed4 _Specular;            float _Gloss;            struct a2v{                float4 pos : POSITION;                float3 normal : NORMAL;            };            struct v2f{                float4 pos : SV_POSITION;                fixed3 color : COLOR;            };            v2f vert(a2v v){                v2f o;                o.pos = mul(UNITY_MATRIX_MVP, v.pos);                fixed3 diffuse = UNITY_LIGHTMODEL_AMBIENT.xyz + _Diffuse.rgb * _LightColor0.rgb * max(0, dot(normalize(mul(_Object2World, v.normal)), normalize(_WorldSpaceLightPos0.xyz)));                fixed3 worldNormal = normalize(mul(_Object2World, v.normal));                fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(_Object2World, v.pos).xyz);                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));                fixed3 specular = _LightColor0.xyz * _Specular.xyz * pow(saturate(dot(reflectDir, viewDir)), _Gloss);//              fixed3 specular = _LightColor0.xyz * _Specular.xyz * pow(max(0, dot(normalize(_WorldSpaceCameraPos.xyz - mul(_Object2World, v.pos).xyz), reflect(-normalize(_WorldSpaceLightPos0.xyz), normalize(mul(_Object2World, v.normal))))), _Gloss);                o.color = diffuse + specular;                return o;            }            fixed4 frag(v2f i) : SV_Target{                return fixed4(i.color, 1.0);            }            ENDCG        }    }    Fallback "Specular" }
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