Created
December 12, 2018 18:26
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WorldSpaceLightDir関数使ってる
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/** | |
* 頂点ライティング | |
*/ | |
Shader "VertexLighting" | |
{ | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque"} | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float luminance : TEXCOORD0; | |
}; | |
fixed4 _LightColor0; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
float4 invLightDir = mul(UNITY_MATRIX_M, -WorldSpaceLightDir(v.vertex)); | |
// 各頂点の拡散反射輝度を算出 | |
float luminance = dot(v.normal, normalize(invLightDir)); | |
o.luminance = luminance; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
return float4(i.luminance, i.luminance, i.luminance, 1) * _LightColor0; | |
} | |
ENDCG | |
} | |
} | |
} |
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