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@fredimachado
Last active October 4, 2017 00:59
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Coloring each triangle using vertex colors
Shader "Custom/Vertex Color"
{
CGINCLUDE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
ENDCG
SubShader
{
Pass
{
Lighting On
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma target 2.0
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float3 lightDirection : TEXCOORD1;
float3 viewDirection : TEXCOORD2;
fixed3 normalWorld : TEXCOORD3;
LIGHTING_COORDS(4,6)
};
v2f vert (appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
TANGENT_SPACE_ROTATION;
o.lightDirection = mul(rotation, ObjSpaceLightDir(v.vertex));
o.viewDirection = mul(rotation, ObjSpaceViewDir(v.vertex));
o.normalWorld = normalize( mul(half4(v.normal, 0.0), unity_WorldToObject).xyz );
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 normal = i.normalWorld.xyz * 2.0 - 1.0;
float NdotL = dot(i.color.rgb, i.lightDirection);
half atten = LIGHT_ATTENUATION(i);
float brightness = max(dot(-i.lightDirection, normal), 0.0);
return UNITY_LIGHTMODEL_AMBIENT + (i.color * NdotL * atten * (_LightColor0 + (brightness * _LightColor0)));
}
ENDCG
}
}
Fallback "Diffuse"
}
@fredimachado
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Author

If you would like flat colors, just make sure all three vertices for each triangle have the same color.

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