「UnityShader学习笔记」02使用Unity Shader实现Blinn-Phong光照模型

Part1 完整代码

Shader "Light/Blinn-Phong"
{
    Properties
    {
        _Diffuse("Diffuse",Color) = (1,1,1,1)
        _Specular("Specular",Color) = (1,1,1,1)
        _Gloss("Gloss",Range(8.0,256)) = 20
    }

    SubShader
    {
        pass
        {
            Tags{"LightMode" = "ForwardBase"}

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            
            #include"Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;

            struct a2v
            {
                float4 vertex:POSITION;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float4 pos:SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
            };
            
            v2f vert(a2v v)
            {
                v2f output;
                output.pos=UnityObjectToClipPos(v.vertex);
                output.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
                output.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
                return output;
            }

            fixed4 frag(v2f i) :SV_Target
            {
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.r

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