Shader "Unlit/MyTreeShader" { Properties { _MainTex ("纹理图片", 2D) = "white" {} _Strength("摇摆幅度", Float) = 1 _Speed("摇摆速度", Float) = 3 _AoColor("基础色", Color) = (1,1,1) _ShadowColor("阴影色", Color) = (1,1,1) _Specular("高光色", Color) = (1,1,1) _Gloss("光泽度", Float) = 1 } SubShader { Pass { //指明该Pass的光照模式 Tags {"LightMode" = "ForwardBase"} Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag //包含进Unity的内置变量 #include "UnityCG.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR0; float3 normal: NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; float4 color: TEXCOORD1; float3 worldNormal: TEXCOORD2; float3 worldPos : TEXCOORD3; }; sampler2D _MainTex; float4 _MainTex_ST; fixed3 _AoColor; float _Speed; float _Strength; fixed3 _ShadowColor; fixed3 _Specular; float _Gloss; v2f vert (appdata v) { v2f o; float3 worldPos = UnityObjectToWorldDir(v.vertex); float stage1 = dot(v.vertex, float3(0, 1, 0)) * _Strength; float stage2 = sin(dot(v.vertex, float3(1, 0, 0)) * _Strength + _Time.y * _Speed); float3 stage3 = stage1 * stage2 * float3(0.001, 0, 0.001) * v.color.a; o.pos = UnityObjectToClipPos(v.vertex + stage3); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); clip (col.a - 0.5); // 世界空间下的法线 fixed3 worldNormal = i.worldNormal; // 世界空间下光源方向 fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); // 漫反射 fixed3 diffuse = _LightColor0.rgb * col.rgb * _AoColor * lerp(_ShadowColor, float3(1,1,1), i.color.rgb) * (dot(worldNormal, worldLightDir) * 0.5 + 0.5); // 环境光 fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * col.rgb; // 世界空间下的视角方向 fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); // 世界空间下的half方向 fixed3 halfDir = normalize(worldLightDir + viewDir); // 高光 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir, worldNormal)), _Gloss); return fixed4(diffuse + ambient + specular, col.a); } ENDCG } } }