The basic idea of “texture mapping” is to put a flat image onto the surface of a three-dimensional shape.
Shader "MyShader/SingleTexture"
{
Properties
{
_MainTex("Texture",2D) ="white"{}
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// In order to use some built-in variables,
// we need to use "Lighting.cginc" Library which is builtin unity
#include "Lighting.cginc"
sampler2D _MainTex;
// Compared with other properties, we not only need to declare a sampler2D type variable,
// but also we should declare a float4 type variable _MainTex_ST.
// Names are not random. We MUST follow "Texture Name"_ST.
// S represents scale, T represents transformation.
float4 _MainTex_ST;
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f f;
f.pos = mul(UNITY_MATRIX_MVP, v.vertex);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// or just call below function which builtin cg
//f.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return f;
}
fixed4 frag(v2f f) : SV_Target
{
fixed3 c = tex2D(_MainTex, f.uv).rgb;
return fixed4(c,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
Shader "MyShader/TextureInLightModel"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) ="white"{}
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(5,100)) = 5
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 worldVertex : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.worldNormal = mul(_Object2World, v.normal);
f.worldVertex = mul(_Object2World, v.vertex);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// or just call below function which builtin cg
//f.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return f;
}
fixed4 frag(v2f f) : SV_Target
{
fixed3 worldNormalDir = normalize(f.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(f.worldVertex));
fixed3 albedo = tex2D(_MainTex, f.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormalDir, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(f.worldVertex));
fixed3 halfDir = normalize(viewDir + worldLightDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir,worldNormalDir)),_Gloss);
fixed3 c = ambient + diffuse + specular;
return fixed4(c,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
End –Cheng Gu