片段高光.Shader

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Shader "Custom/Light/SpecularLightFrag"{    Properties{        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)        _Specular("Specular", Color) = (1, 1, 1, 1)        _Gloss("Gloss", Range(1, 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;                float4 normal : NORMAL;            };            struct v2f{                float4 pos : SV_POSITION;                float3 worldNormal : TEXCOORD0;                float3 worldPos : TEXCOORD1;            };            v2f vert(a2v v){                v2f o;                o.pos = mul(UNITY_MATRIX_MVP, v.pos);                o.worldNormal = mul(v.normal, (float3x3)_World2Object);                o.worldPos = mul(_Object2World, v.pos);                return o;            }            fixed4 frag(v2f i) : SV_Target{                fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);                fixed3 worldNormal = normalize(i.worldNormal);                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));                fixed3 reflectDir = reflect(-worldLightDir, worldNormal);                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(reflectDir, viewDir)), _Gloss);                return fixed4(UNITY_LIGHTMODEL_AMBIENT.xyz + diffuse + specular, 1.0);            }            ENDCG        }    }    Fallback "Specular"}
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