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Copy pathLambertian.shader
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Lambertian.shader
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Shader "Unlit/Lambertian"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque"
"LightMode" = "ForwardBase"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
# include "UnityCG.cginc"
# include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float3 normal = i.normal;
float3 lightDir = _WorldSpaceLightPos0.xyz;
float3 lambertian = saturate(dot(normal, lightDir));
return float4(lambertian * _LightColor0 * col, 1.0);
}
ENDCG
}
}
}