Unity Shader——高光反射光照模型
学习Unity Shader入门精要的记录。
逐顶点的高光反射光照模型。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'Shader "Myshader/Chapter6/SpecularVertex_Level"
{Properties{_Diffuse("Diffuse",Color) = (1,1,1,1)_Specular("Specular",Color) = (1,1,1,1)_Gloss("Gloss",Range(8.0,256)) = 20}SubShader{Pass{Tags{"LightMode" = "ForwardBase"}CGPROGRAM#pragma vertex vert#pragma fragment frag#include "Lighting.cginc"fixed4 _Diffuse;fixed4 _Specular;float _Gloss;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;};struct v2f {float4 pos : SV_POSITION;fixed3 color : COLOR;};v2f vert(a2v v) {v2f o;//模型坐标系到投影坐标系o.pos = UnityObjectToClipPos(v.vertex);//获得环境光fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;//法线从模型坐标到世界坐标fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//获得光的方向fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//mafanshefixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));//获得反射方向fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));//获得观察方向fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);//计算高光fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);o.color = ambient + diffuse + specular;return o;}fixed4 frag(v2f i) :SV_Target{return fixed4(i.color,1.0);}ENDCG}}
}
逐像素的高光反射光照模型
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'Shader "Myshader/Chapter6/SpecularPixel_Level"
{Properties{_Diffuse("Diffuse",Color) = (1,1,1,1)_Specular("Specular",Color) = (1,1,1,1)_Gloss("Gloss",Range(8.0,256)) = 20}SubShader{Pass{Tags{"LightMode" = "ForwardBase"}CGPROGRAM#pragma vertex vert#pragma fragment frag#include "Lighting.cginc"fixed4 _Diffuse;fixed4 _Specular;float _Gloss;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;};struct v2f {float4 pos : SV_POSITION;float3 worldNormal : TEXCOORD0;float3 worldPos : TEXCOORD1;};v2f vert(a2v v) {v2f o;//模型坐标系到投影坐标系o.pos = UnityObjectToClipPos(v.vertex);//法线从模型坐标到世界坐标o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;return o;}fixed4 frag(v2f i) :SV_Target{fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;fixed3 worldNormal = normalize(i.worldNormal);fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);return fixed4(ambient+diffuse+specular,1.0);}ENDCG}}
}
Blinn-Phong光照模型
Shader "Myshader/Chapter6/BlinnPhong"
{Properties{_Diffuse("Diffuse",Color) = (1,1,1,1)_Specular("Specular",Color) = (1,1,1,1)_Gloss("Gloss",Range(8.0,256)) = 20}SubShader{Pass{Tags{"LightMode" = "ForwardBase"}CGPROGRAM#pragma vertex vert#pragma fragment frag#include "Lighting.cginc"fixed4 _Diffuse;fixed4 _Specular;float _Gloss;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;};struct v2f {float4 pos : SV_POSITION;float3 worldNormal : TEXCOORD0;float3 worldPos : TEXCOORD1;};v2f vert(a2v v) {v2f o;//模型坐标系到投影坐标系o.pos = UnityObjectToClipPos(v.vertex);//法线从模型坐标到世界坐标o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;return o;}fixed4 frag(v2f i) :SV_Target{fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;fixed3 worldNormal = normalize(i.worldNormal);fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);fixed3 halfDir = normalize(worldLightDir + viewDir);fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, halfDir)), _Gloss);return fixed4(ambient + diffuse + specular,1.0);}ENDCG}}
}
对比图:
从左往右一次是Blinn-Phong,逐像素,逐顶点。

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