使用纹理来代替物体的漫反射颜色

代码如下:

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 7/Single Texture" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
//添加纹理属性
_MainTex ("Main Tex", 2D) = "white" {}

_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }

CGPROGRAM

#pragma vertex vert
#pragma fragment frag

#include "Lighting.cginc"

fixed4 _Color;
//纹理属性
sampler2D _MainTex;
//纹理平铺属性
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;

struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
//输入的纹理坐标
float4 texcoord : TEXCOORD0;
};

struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
//用来输出到片元着色器的纹理坐标
float2 uv : TEXCOORD2;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);

o.worldNormal = UnityObjectToWorldNormal(v.normal);

o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//xy是tilling,zw是offset
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Or just call the built-in function
// o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

return o;
}

fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

// Use the texture to sample the diffuse color
//使用tex2D采样纹理坐标所指向的纹理颜色
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;

fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));

fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);

return fixed4(ambient + diffuse + specular, 1.0);
}

ENDCG
}
}
FallBack "Specular"
}