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庄懂TA lesson3

时间:2023-01-29 20:55:30浏览次数:57  
标签:lesson3 VertexOutput vertex 庄懂 ndotl pragma float4 TA float3

半兰伯特

Shader "Shader/lanbert" {
    Properties{
    }
    SubShader{
        Tags {
            "RenderType" = "Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode" = "ForwardBase"
            }


            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma target 3.0
            struct VertexInput {//输入
                float4 vertex : POSITION; //模型顶点信息
                float3 normal : NORMAL; //模型法线信息
            };
            struct VertexOutput {//顶点着色器输出
                float4 pos : SV_POSITION; //经过MVP矩阵转换到裁剪空间的顶点坐标
                float3 nDirWS:TEXCOORD0;//世界坐标法线方向向量
            };
            VertexOutput vert(VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.nDirWS=UnityObjectToWorldNormal(v.normal);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float3 nDir = i.nDirWS;
                float3 lDir = normalize(_WorldSpaceLightPos0.xyz);//归一化
                float ndotl =dot(nDir,lDir)*0.5+0.5;//兰伯特法线和光向量点乘,转至(0,1)区间
                return float4(ndotl,ndotl,ndotl,1);
            }
                ENDCG
            }
    }
        FallBack "Diffuse"
}

 

 

标签:lesson3,VertexOutput,vertex,庄懂,ndotl,pragma,float4,TA,float3
From: https://www.cnblogs.com/lofu/p/17073799.html

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