Shader "Unlit/jianbian"
{
Properties
{
_Color ("Color",Color) = (1,1,1,1)
_RampTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "LightMode"="ForwardBase" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed z = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
//利用光照影响因子构建uv来取样渐变纹理,从而影响漫反射
fixed3 diffuse = tex2D(_RampTex, fixed2(z, z)).rgb * _Color.rgb * _LightColor0.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
return fixed4( diffuse.rgb + ambient.rgb,1);
}
ENDCG
}
}
}


