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PhongComplete.shader
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Shader "LX/PhongComplete"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_EmissiveColor("EmissiveColor",Color)=(0,0,0,0)
_Speclur("Speclur",int)=2
}
SubShader
{
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float4 _EmissiveColor;
float _Speclur;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
};
v2f vert(appdata v)
{
v2f o;
//将顶点坐标转换到裁剪坐标系下
o.vertex = UnityObjectToClipPos(v.vertex);
//将顶点法线转换到世界坐标系下
o.worldNormal = UnityObjectToWorldNormal(v.normal);
//将顶点坐标转到世界坐标系下
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//世界坐标下的法线
float3 worldNormal = normalize(i.worldNormal);
//世界坐标下的视角方向
float3 worldViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
//使用内置宏获取当前片元到光源的方向,里面已经处理了不同光源
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//光线在当前片元对应的法线下的反射方向
float3 worldLightReflectDir = normalize(reflect(-worldLightDir, worldNormal));
//高光分量,使用视角方向点乘光的反射方向
float3 speclur = pow(max(0, dot(worldLightReflectDir, worldViewDir)),_Speclur) * _Color;
//环境光分量,直接用宏定义获取 此值是在unity编辑器内的光照窗口设定
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Color;
//漫反射分量,使用表面法线点乘光源方向
float3 diffuse = max(0, dot(worldNormal, worldLightDir)) * _Color;
//自发光分量,直接使用设定值
float3 emissive = _EmissiveColor.xyz;
return fixed4(ambient + diffuse + speclur+emissive, 1);
}
ENDCG
}
}
}