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v2f shader with lighting in unity simple
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Shader "Custom/FragmentLit" { | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
fixed4 _Color; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
fixed4 color : COLOR; | |
float4 vPos : TEXCOORD0; | |
float3 normal : TEXCOORD1; | |
}; | |
v2f vert (appdata_full v) | |
{ | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.color = v.color; | |
o.vPos = v.vertex; | |
o.normal = v.normal; | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
half3 lightColor = ShadeVertexLights(i.vPos, i.normal); | |
return half4(lightColor,1); | |
} | |
ENDCG | |
SubShader { | |
Tags {"LightMode" = "Vertex"} | |
Pass { | |
CGPROGRAM | |
#pragma glsl | |
#pragma target 3.0 | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
ENDCG | |
} | |
} | |
} |
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Shader "Custom/VertexLit" { | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
fixed4 _Color; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
fixed4 color : COLOR; | |
}; | |
v2f vert (appdata_full v) | |
{ | |
half3 lightColor = ShadeVertexLights(v.vertex, v.normal); | |
v.color.rgb = lightColor.rgb; | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.color = v.color; | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
return i.color; | |
} | |
ENDCG | |
SubShader { | |
Tags {"LightMode" = "Vertex"} | |
Pass { | |
CGPROGRAM | |
#pragma glsl | |
#pragma target 3.0 | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
ENDCG | |
} | |
} | |
} |
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vertex shader内で、ライティングを計算する、ShadeVertexLights(v.vertex,v.normal)が、fragment shader内でも使えてうれしい。 | |
ShadeVertexLights内でMatrixの計算とかしてるっぽいから、vert内で先に計算しておいたほうが、良いのかも。 |
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