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@baobao
Last active December 12, 2018 06:06
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Shader "shibuya24/Lambert"
{
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;
float3 normal : NORMAL;
};
// Lighting.cgincをインクルードしない場合、
// 定義するとUnityが自動でライトカラーを代入してくれる
fixed4 _LightColor0;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 invLightDir = mul(UNITY_MATRIX_M, -_WorldSpaceLightPos0);
// 法線ベクトルとライトベクトルの内積で拡散反射光の輝度を取得
float luminance = dot(normalize(i.normal), invLightDir.xyz);
return float4(luminance,luminance,luminance, 1) * _LightColor0;
}
ENDCG
}
}
}
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