Shader "Unlit/ForwardRendering"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//第一个重要的平行光,计算环境光和自发光
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#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 : COLOR0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;//环境光,Base这里计算一次
float3 worldLightDir = normalize(_WorldSpaceLightPos0);
fixed3 diffuse = _LightColor0.rgb * max(0, dot(i.worldNormal, worldLightDir));
return fixed4(ambient + diffuse,1);
}
ENDCG
}
//计算其他逐像素光照
Pass
{
Tags{ "LightMode" = "ForwardAdd" }
Blend One One //混合
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc" //unity_WorldToLight
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : COLOR0;
float4 worldPos :COLOR1;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//光照方向
#ifdef USING_DIRECTIONAL_LIGHT
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
#else
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
#endif
//计算光照衰减
#ifdef USING_DIRECTIONAL_LIGHT
fixed atten = 1.0;
#else
float3 lightCoord = mul(unity_WorldToLight , float4(i.worldPos.xyz, 1)).xyz;
fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
#endif
fixed3 diffuse = _LightColor0.rgb * max(0, dot(i.worldNormal, worldLightDir));
return fixed4(diffuse,1)* atten ;
}
ENDCG
}
}
}
