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利用镜面反射让游戏闪耀起来 - 创建Phong高光类型

2017-11-29 11:47 387 查看
Shader "Phong"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MainTint("Mainint", Color) = (1, 1 ,1 ,1)
_SpecPower("SpecPower", Range(0, 30)) = 1
_SpecularColor("SpecColor", Color) = (1, 1, 1, 1)
}

SubShader
{
Tags
{
"RenderType" = "Opaque"
}

LOD 200

CGPROGRAM

#pragma surface surf Phong

sampler2D _MainTex;
float4 _MainTint;
float _SpecPower;
float4 _SpecularColor;

inline fixed4 LightingPhong(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
float diff = dot(s.Normal, lightDir);

float3 reflectionVector = normalize(2.0 * s.Normal * diff - lightDir);

float spec = pow(max(0, dot(reflectionVector, viewDir)), _SpecPower);

float3 finalSpec = _SpecularColor.rgb * spec;

fixed4 c;
c.rgb = (s.Albedo * _LightColor0 * diff) + (_LightColor0 * spec);
c.a = 1.0;

return c;
}

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);

o.Albedo = c.rgb;
o.Alpha = c.a;
}

ENDCG
}
}
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