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61 lines
1.4 KiB
61 lines
1.4 KiB
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 6/Diffuse Vertex-Level" { |
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Properties { |
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} |
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SubShader { |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Lighting.cginc" |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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fixed3 color : COLOR; |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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// Transform the vertex from object space to projection space |
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o.pos = UnityObjectToClipPos(v.vertex); |
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// Get ambient term |
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//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; |
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// Transform the normal from object space to world space |
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//fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); |
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); |
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fixed3 ambient = ShadeSH9(fixed4(worldNormal,1)); |
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// Get the light direction in world space |
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fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz); |
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// Compute diffuse term |
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fixed3 diffuse = _LightColor0.rgb * saturate(dot(worldNormal, worldLight)); |
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o.color = ambient + diffuse; |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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return fixed4(i.color, 1.0); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Diffuse" |
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}
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