MarcusMogg
12/23/2017 - 5:29 AM

DiffuseVertex

最基础的环境光模型计算

struct a2v {
	float4 vertex : POSITION;
	float3 normal : NORMAL;
};
	
struct v2f {
	float4 pos : SV_POSITION;
	fixed3 color : COLOR;
};
	
v2f vert(a2v v) {
	v2f o;
	// Transform the vertex from object space to projection space
 	o.pos = UnityObjectToClipPos(v.vertex);
	
	// Get ambient term
	fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
		
	// Transform the normal from object space to world space
	fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
	
	// Get the light direction in world space
	fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
	
	// Compute diffuse term
	fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
				
	o.color = ambient + diffuse;
				
	return o;
}
			
fixed4 frag(v2f i) : SV_Target {
	return fixed4(i.color, 1.0);
}