高光反射
Phong
image.png
1、逐顶点
Shader "Unlit/Phong-Vertex"
{
Properties
{
_Diffuse("Diffuse",Color)=(1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(1.0,100.0))=30
}
SubShader
{
Pass
{
Tags{"LightModel"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 pos:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
fixed3 color:Color;
};
v2f vert(a2v a)
{
v2f o;
o.pos = UnityObjectToClipPos(a.pos);
float3 worldNormal = normalize(mul(a.normal,(float3x3)unity_WorldToObject));
float3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldReflectionDir = normalize(reflect(-worldLightDir,worldNormal));
float3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz-mul(unity_ObjectToWorld,a.pos).xyz);
//ambient
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
//diffuse
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
//specular
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldViewDir,worldReflectionDir)),_Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f v):SV_TARGET
{
return fixed4(v.color,1.0);
}
ENDCG
}
}
}
2、逐像素
Shader "Unlit/Phong-Pixel"
{
Properties
{
_Diffuse("Diffuse",Color)=(1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(1.0,100.0))=30.0
}
SubShader
{
Pass
{
Tags{"LightModel"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
float4 _Diffuse;
float4 _Specular;
float _Gloss;
struct a2v
{
float4 pos:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 clipPos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
};
v2f vert(a2v a)
{
v2f o;
o.clipPos = UnityObjectToClipPos(a.pos);
o.worldNormal = mul(a.normal,(float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld,a.pos);
return o;
}
fixed4 frag(v2f v):SV_TARGET
{
float3 worldNormal = normalize(v.worldNormal);
float3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldReflectionDir = normalize(reflect(-worldLightDir,worldNormal));
float3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz-v.worldPos.xyz);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldViewDir,worldReflectionDir)),_Gloss);
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
}
Blinn-Phong
1、逐顶点
Shader "Unlit/BlinnPhong-Vertex"
{
Properties
{
_Diffuse("Diffuse",Color)=(1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(1.0,100.0))=30.0
}
SubShader
{
Pass
{
Tags{"LightModel"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
float4 _Diffuse;
float4 _Specular;
float _Gloss;
struct a2v
{
float4 pos:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
fixed3 color:Color;
};
v2f vert(a2v a)
{
v2f o;
o.pos = UnityObjectToClipPos(a.pos);
float4 worldPos = mul(unity_ObjectToWorld,a.pos);
float3 worldNormal = normalize(UnityObjectToWorldNormal(a.normal));
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(_WorldSpaceLightPos0.xyz));
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos.xyz));
float3 worldHalfDir = normalize(worldLightDir + worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,worldHalfDir)),_Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f v):SV_TARGET
{
return fixed4(v.color,1.0);
}
ENDCG
}
}
}
2、逐像素
Shader "Unlit/BlinnPhong-Pixel"
{
Properties
{
_Diffuse("Diffuse",Color)=(1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(1.0,100.0))=30.0
}
SubShader
{
Pass
{
Tags{"LightModel"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
float4 _Diffuse;
float4 _Specular;
float _Gloss;
struct a2v
{
float4 pos:POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
};
v2f vert(a2v a)
{
v2f o;
o.pos = UnityObjectToClipPos(a.pos);
o.worldPos = mul(unity_ObjectToWorld,a.pos);
o.worldNormal = UnityObjectToWorldNormal(a.normal);
return o;
}
fixed4 frag(v2f v):SV_TARGET
{
float3 normalVertexWorldNormal = normalize(v.worldNormal);
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(_WorldSpaceLightPos0.xyz));
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(v.worldPos.xyz));
float3 halfDir = normalize(worldViewDir+worldLightDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(normalVertexWorldNormal,worldLightDir));
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(normalVertexWorldNormal,halfDir)),_Gloss);
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
}
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