摘自馮樂樂的《unity shader 入門精要》
直接給列出代碼,有注釋:
Shader "Custom/DiffusePixelLevelMat" {
Properties
{
_Diffuse("Diffuse",Color)=(1,1,1,1)
}
SubShader
{
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v
{
float4 vertex:POSITION;
float4 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
//這裡與前面的相比做了更改
fixed3 worldNormal:TEXCOORDO;
};
v2f vert(a2v v)
{
v2f o;
//Transform the vertex from object space to projection space
//變換對象空間的頂點投影空間
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
// Transform the normal from object space to world space
//把局部法線轉換成空間法線
o.worldNormal = mul(v.normal, (float3x3)_World2Object);
return o;
}
fixed4 frag(v2f i):SV_Target
{
//get ambient term
//擷取局部法線
fixed3 ambient =UNITY_LIGHTMODEL_AMBIENT.xyz;
//get the normal in world space
//擷取空間法線
fixed3 worldNormal=normalize(i.worldNormal);
//get the light direction in world space
//擷取空間光照
fixed3 worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
//compute diffuse term
//計算漫反射
fixed3 diffuse=_LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal,worldLightDir));
fixed3 color=ambient+diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
![](https://img.laitimes.com/img/_0nNw4CM6IyYiwiM6ICdiwiIyVGduV2QvwVe0lmdhJ3ZvwFM38CXlZHbvN3cpR2Lc1TPB10QGtWUCpEMJ9CXsxWam9CXwADNvwVZ6l2c052bm9CXUJDT1wkNhVzLcRnbvZ2LcZXUYpVd1kmYr50MZV3YyI2cKJDT29GRjBjUIF2LcRHelR3LcJzLctmch1mclRXY39TO2kzMykTMzIzNxATM2EDMy8CX0Vmbu4GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.jpg)
左邊為逐像素光照,右邊為漫反射模型
漫反射模型和逐像素光照的對比,在光暗的交彙處有很明顯的差别