{"version":"1.0","type":"rich","title":"Gist 2cf3965eedaf296437ff9c2c7ca7ca8a","description":"This Unity shader example demonstrates a custom lighting model with diffuse reflection for both vertex and pixel lights. It shows how materials respond to multiple light sources, combining ambient, directional, and point/spot lighting using additive blending. The shader uses Unity's CGPROGRAM syntax, leveraging built-in variables like `unity_4LightPosX0` and `unity_LightColor` for vertex lighting, while `_WorldSpaceLightPos0` handles additional light attenuation. The code includes two passes: a ForwardBase pass for ambient and vertex lights, and a ForwardAdd pass for supplementary lights, with linear distance-based attenuation for point sources.","provider_name":"VizHub AI Studio","provider_url":"https://next.vizhub.com","html":"<iframe src=\"https://next.vizhub.com/viz/gist-2cf3965eedaf296437ff9c2c7ca7ca8a?mode=embed\" width=\"960\" height=\"500\" scrolling=\"no\" frameborder=\"1\"></iframe>","width":960,"height":500,"cache_age":3600}