我创建了一个胶囊并为其赋予了一个简单的纹理,使用像素级 Blinn-Phong 闪电模型编写了一个着色器。但结果似乎不对:镜面反射项似乎太大如果我更改 \'
我创建了一个胶囊并为其赋予了一个简单的纹理,使用像素级的 Blinn-Phong 闪电模型编写了一个着色器。但结果似乎不对:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Single Texture" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloww ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include <Lighting.cginc>
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
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;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(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"
}
这是我的错误胶囊:
在此处输入图片描述
实际上,我正在遵循一本 Unity Shader 教程书,我检查了书中的代码,结果发现我的代码与它完全相同。
我想知道问题是否与某种设置有关或者......
希望有人能告诉我这个问题。
正如@Charlieface所评论的,请看 这里 .
您会看到 中的异常, PostAsync
因为 .NET 在后台启动并与服务器协商 SSL 协议。要查看该异常,您需要展开 ServerCertificateCustomValidationCallback
,例如:
httpClientHandler.ServerCertificateCustomValidationCallback += (_, cert, chain, policyErrors) =>
{
if (policyErrors.HasFlag(SslPolicyErrors.RemoteCertificateNotAvailable))
{
// certificate not provided for validation; cannot continue
return false;
}
if (policyErrors is SslPolicyErrors.None)
{
// certificate accepted
return true;
}
if (policyErrors.HasFlag(SslPolicyErrors.RemoteCertificateNameMismatch))
{
// certificate failed CN name check
}
var hasChainErrors = policyErrors.HasFlag(SslPolicyErrors.RemoteCertificateChainErrors);
if (hasChainErrors)
{
// certificate generated policy error(s)
// log using policyErrors.ToString()
// certificate rejected (HTTPS reject)
return false;
}
// certificate accepted (TLS check passed)
return true;
};