使用Blinn-Phong的高光反射
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float4 worldPos : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// Use the build-in funtion to compute the normal in world space
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
// Use the build-in funtion to compute the light direction in world space
// Remember to normalize the result
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
// Use the build-in funtion to compute the view direction in world space
// Remember to normalize the result
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}