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1、一个是模拟入射光,在模型上观察入射光角度对光照效果的影响;2、返回将漫反射、高光反射、环境光反射混合后的纹理颜色值

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-shader-

//1、一个是模拟入射光,在模型上观察入射光角度对光照效果的影响; Shader"Custom/简单模拟光照" { Properties { _Color ("Light Color", Color) = (1, 1, 1, 1) _Dir ("Light Dir", Vector) = (0, 0, 1, 0) _Intensity("Instensity", float) = 1.0 } SubShader { Tags {"RenderType"="Opaque"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"

		struct v2f
		{
			float4 vertex : POSITION;
			float3 normal : NORMAL;
		};

		fixed4 _Color;
		fixed4 _Dir;
		float _Intensity;

		v2f vert(appdata_base v)
		{
			v2f o;
			o.vertex =UnityObjectToClipPos(v.vertex);
			o.normal = v.normal;
			return o;
		}

		fixed4 frag(v2f v) : COLOR
		{
			fixed3 dir = (_Dir).xyz;
			dir = normalize(dir);
			fixed3 nrm = normalize(v.normal);
			float bis = dot(dir, nrm);
			if(bis <= 0)
			{
				bis = 0;
			}
			fixed4 col = _Color * bis * _Intensity;
			return col;
		}
		ENDCG
	}
}

}

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1、一个是模拟入射光,在模型上观察入射光角度对光照效果的影响;2、返回将漫反射、高光反射、环境光反射混合后的纹理颜色值

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