法線を使ってみる - saitocastel1900/UnityShader GitHub Wiki
- ローカルの法線はUnityObjectToWorldNormal()でワールドに直すことができる
Shader "Unlit/GlobalNormalUnlitShader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv =v.uv;
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.normal,1);
}
ENDCG
}
}
}
Shader "Unlit/LocalNormalUnlitShader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.normal = v.normal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return float4(i.normal,1);
}
ENDCG
}
}
}