Skip to content

Instantly share code, notes, and snippets.

@fredimachado
Last active October 4, 2017 00:59
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save fredimachado/eeb23ba3b2add2dbfdc79a10ae4c14db to your computer and use it in GitHub Desktop.
Save fredimachado/eeb23ba3b2add2dbfdc79a10ae4c14db to your computer and use it in GitHub Desktop.
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
Copy link
Author

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment