Unity-DebugX/Samples/Other/FakeLitShader.shader
2025-02-28 13:19:53 +08:00

73 lines
2.1 KiB
Plaintext

Shader "Custom/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
{
// Íîðìàëèçóåì íîðìàëü è íàïðàâëåíèå ñâåòà
float3 normal = normalize(i.worldNormal);
float3 lightDir = normalize(_FakeLightDir.xyz);
// Âû÷èñëÿåì ôåéêîâîå îñâåùåíèå
float NdotL = max(dot(normal, lightDir), 0.0);
float3 lighting = _FakeAmbientColor.rgb + _FakeLightColor.rgb * NdotL;
// Ïðèìåíÿåì òåêñòóðó è öâåò
fixed4 texColor = tex2D(_MainTex, i.uv) * _Color;
fixed4 finalColor = texColor * float4(lighting, 1.0);
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}