Shader "DCFApixels/DebugX/Samples/FakeLitShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _FakeLightDir ("Fake Light Direction", Vector) = (0,1,0,0) _FakeLightColor ("Fake Light Color", Color) = (1,1,1,1) _FakeAmbientColor ("Fake Ambient Color", Color) = (0.2,0.2,0.2,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 pos : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; float4 _FakeLightDir; float4 _FakeLightColor; float4 _FakeAmbientColor; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); return o; } fixed4 frag (v2f i) : SV_Target { // Нормализуем нормаль и направление света float3 normal = normalize(i.worldNormal); float3 lightDir = normalize(_FakeLightDir.xyz); // Вычисляем фейковое освещение float NdotL = max(dot(normal, lightDir), 0.0); float3 lighting = _FakeAmbientColor.rgb + _FakeLightColor.rgb * NdotL; // Применяем текстуру и цвет fixed4 texColor = tex2D(_MainTex, i.uv) * _Color; fixed4 finalColor = texColor * float4(lighting, 1.0); return finalColor; } ENDCG } } FallBack "Diffuse" }