This tutorial covers **per-vertex lighting of textured surfaces**.

It combines the shader code of Section “Textured Spheres” and Section “Specular Highlights” to compute lighting with a diffuse material color determined by a texture. If you haven't read those sections, this would be a very good opportunity to read them.

### Texturing and Diffuse Per-Vertex LightingEdit

In Section “Textured Spheres”, the texture color was used as output of the fragment shader. However, it is also possible to use the texture color as any of the parameters in lighting computations, in particular the material constant for diffuse reflection, which was introduced in Section “Diffuse Reflection”. It appears in the diffuse part of the Phong reflection model:

where this equation is used with different material constants for the three color components red, green, and blue. By using a texture to determine these material constants, they can vary over the surface.

### Shader CodeEdit

In comparison to the per-vertex lighting in Section “Specular Highlights”, the vertex shader here computes two varying colors: `diffuseColor`

is multiplied with the texture color in the fragment shader and `specularColor`

is just the specular term, which shouldn't be multiplied with the texture color. This makes perfect sense but for historically reasons (i.e. older graphics hardware that was less capable) this is sometimes referred to as “separate specular color”; in fact, Unity's ShaderLab has an option called “SeparateSpecular” to activate or deactivate it.

Note that a property `_Color`

is included, which is multiplied (component-wise) to all parts of the `diffuseColor`

; thus, it acts as a useful color filter to tint or shade the texture color. Moreover, a property with this name is required to make the fallback shader work (see also the discussion of fallback shaders in Section “Diffuse Reflection”).

Shader "GLSL per-vertex lighting with texture" { Properties { _MainTex ("Texture For Diffuse Material Color", 2D) = "white" {} _Color ("Overall Diffuse Color Filter", Color) = (1,1,1,1) _SpecColor ("Specular Material Color", Color) = (1,1,1,1) _Shininess ("Shininess", Float) = 10 } SubShader { Pass { Tags { "LightMode" = "ForwardBase" } // pass for ambient light and first light source GLSLPROGRAM // User-specified properties uniform sampler2D _MainTex; uniform vec4 _Color; uniform vec4 _SpecColor; uniform float _Shininess; // The following built-in uniforms (except _LightColor0) // are also defined in "UnityCG.glslinc", // i.e. one could #include "UnityCG.glslinc" uniform vec3 _WorldSpaceCameraPos; // camera position in world space uniform mat4 _Object2World; // model matrix uniform mat4 _World2Object; // inverse model matrix uniform vec4 _WorldSpaceLightPos0; // direction to or position of light source uniform vec4 _LightColor0; // color of light source (from "Lighting.cginc") varying vec3 diffuseColor; // diffuse Phong lighting computed in the vertex shader varying vec3 specularColor; // specular Phong lighting computed in the vertex shader varying vec4 textureCoordinates; #ifdef VERTEX void main() { mat4 modelMatrix = _Object2World; mat4 modelMatrixInverse = _World2Object; // unity_Scale.w // is unnecessary because we normalize vectors vec3 normalDirection = normalize(vec3( vec4(gl_Normal, 0.0) * modelMatrixInverse)); vec3 viewDirection = normalize(vec3( vec4(_WorldSpaceCameraPos, 1.0) - modelMatrix * gl_Vertex)); vec3 lightDirection; float attenuation; if (0.0 == _WorldSpaceLightPos0.w) // directional light? { attenuation = 1.0; // no attenuation lightDirection = normalize(vec3(_WorldSpaceLightPos0)); } else // point or spot light { vec3 vertexToLightSource = vec3(_WorldSpaceLightPos0 - modelMatrix * gl_Vertex); float distance = length(vertexToLightSource); attenuation = 1.0 / distance; // linear attenuation lightDirection = normalize(vertexToLightSource); } vec3 ambientLighting = vec3(gl_LightModel.ambient) * vec3(_Color); vec3 diffuseReflection = attenuation * vec3(_LightColor0) * vec3(_Color) * max(0.0, dot(normalDirection, lightDirection)); vec3 specularReflection; if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? { specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = attenuation * vec3(_LightColor0) * vec3(_SpecColor) * pow(max(0.0, dot( reflect(-lightDirection, normalDirection), viewDirection)), _Shininess); } diffuseColor = ambientLighting + diffuseReflection; specularColor = specularReflection; textureCoordinates = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #endif #ifdef FRAGMENT void main() { gl_FragColor = vec4(diffuseColor * vec3(texture2D(_MainTex, vec2(textureCoordinates))) + specularColor, 1.0); } #endif ENDGLSL } Pass { Tags { "LightMode" = "ForwardAdd" } // pass for additional light sources Blend One One // additive blending GLSLPROGRAM // User-specified properties uniform sampler2D _MainTex; uniform vec4 _Color; uniform vec4 _SpecColor; uniform float _Shininess; // The following built-in uniforms (except _LightColor0) // are also defined in "UnityCG.glslinc", // i.e. one could #include "UnityCG.glslinc" uniform vec3 _WorldSpaceCameraPos; // camera position in world space uniform mat4 _Object2World; // model matrix uniform mat4 _World2Object; // inverse model matrix uniform vec4 _WorldSpaceLightPos0; // direction to or position of light source uniform vec4 _LightColor0; // color of light source (from "Lighting.cginc") varying vec3 diffuseColor; // diffuse Phong lighting computed in the vertex shader varying vec3 specularColor; // specular Phong lighting computed in the vertex shader varying vec4 textureCoordinates; #ifdef VERTEX void main() { mat4 modelMatrix = _Object2World; mat4 modelMatrixInverse = _World2Object; // unity_Scale.w // is unnecessary because we normalize vectors vec3 normalDirection = normalize(vec3( vec4(gl_Normal, 0.0) * modelMatrixInverse)); vec3 viewDirection = normalize(vec3( vec4(_WorldSpaceCameraPos, 1.0) - modelMatrix * gl_Vertex)); vec3 lightDirection; float attenuation; if (0.0 == _WorldSpaceLightPos0.w) // directional light? { attenuation = 1.0; // no attenuation lightDirection = normalize(vec3(_WorldSpaceLightPos0)); } else // point or spot light { vec3 vertexToLightSource = vec3(_WorldSpaceLightPos0 - modelMatrix * gl_Vertex); float distance = length(vertexToLightSource); attenuation = 1.0 / distance; // linear attenuation lightDirection = normalize(vertexToLightSource); } vec3 diffuseReflection = attenuation * vec3(_LightColor0) * vec3(_Color) * max(0.0, dot(normalDirection, lightDirection)); vec3 specularReflection; if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? { specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = attenuation * vec3(_LightColor0) * vec3(_SpecColor) * pow(max(0.0, dot( reflect(-lightDirection, normalDirection), viewDirection)), _Shininess); } diffuseColor = diffuseReflection; specularColor = specularReflection; textureCoordinates = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #endif #ifdef FRAGMENT void main() { gl_FragColor = vec4(diffuseColor * vec3(texture2D(_MainTex, vec2(textureCoordinates))) + specularColor, 1.0); } #endif ENDGLSL } } // The definition of a fallback shader should be commented out // during development: // Fallback "Specular" }

In order to assign a texture image to this shader, you should follow the steps discussed in Section “Textured Spheres”.

### SummaryEdit

Congratulations, you have reached the end. We have looked at:

- How texturing and per-vertex lighting are usually combined.
- What a “separate specular color” is.

### Further ReadingEdit

If you still want to know more

- about fallback shaders or the diffuse reflection term of the Phong reflection model, you should read Section “Diffuse Reflection”.
- about per-vertex lighting or the rest of the Phong reflection model, i.e. the ambient and the specular term, you should read Section “Specular Highlights”.
- about the basics of texturing, you should read Section “Textured Spheres”.