Shader "Unlit/Chapter6-DiffuseVertexLevel"
{
Properties{
_Diffuse("Diffuse",Color) = (0,0,0,1)
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include pragma vert
#include pragma frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 color:Color;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
fixed3 WorldSpaceLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb *saturate(dot(worldNormal,WorldSpaceLightDir));
o.color = ambient + diffuse;
return o;
}
fixed4 frag(v2f i): SV_TARGET0{
return fixed4(i.color,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
Shader "Unlit/PixelShader"
{
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
}
SubShader{
Pass{
Tags{"LightModel" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2v{
float4 vertex:POSITION;
float4 normal:NORMAL0;
};
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
};
fixed4 _Diffuse;
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb *_Diffuse.rbg*saturate(dot(worldNormal,worldLightDir));
fixed3 color = ambient +diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
}
Shader "Unlit/HalfLambert"
{
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
}
SubShader{
Pass{
Tags{"LightModel" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2v{
float4 vertex:POSITION;
float4 normal:NORMAL0;
};
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
};
fixed4 _Diffuse;
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed halfLambert = dot(worldNormal,worldLightDir) * 0.5 + 0.5;
fixed3 diffuse = _LightColor0.rgb *_Diffuse.rbg*halfLambert;
fixed3 color = ambient + diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
}