fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
观察方向
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
或
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz-i.worldPos);
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);