Shader "ryoo/DiffuseShader1"
{
    Properties
    {
        _DiffuseTex ("Texture", 2D) = "white" {}
        _Color("Color",Color) = (1,0,0,1)
        _Ambient("Ambient",Range(0,1)) = 0.25
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            #include "UnityLightingCommon.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 worldNormal : TEXCOORD1;
            };

            sampler2D _DiffuseTex;
            float4 _DiffuseTex_ST;
            fixed4 _Color;
            float _Ambient;
            

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _DiffuseTex);
                float3 worldNormal = UnityObjectToWorldNormal(v.normal);
                //o. worldNormal = worldNormal;
                
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float3 normalDirection = normalize(i.worldNormal);
                
                float4 tex = tex2D(_DiffuseTex, i.uv);
                
                float nl = max(_Ambient, dot(normalDirection, _WorldSpaceLightPos0.xyz));
                float4 diffuseTerm = nl * _Color * tex *_LightColor0;
                
                return diffuseTerm;
            }
            ENDCG
        }
    }
}

참고서적: 유니티 물리 기반 셰이더 개발 

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