反射
核心算法:o.worldRefl = reflect(-o.worldViewDir, o.worldNormal); G 中的reflect 函数 物体反射到摄像机中的光线方向,可以由光路可逆的原则来反向求得。也就是说,我们可以计算视角方向关于顶点法线的反射方向来求得入射光线的方向。
Shader "Unlit/NewUnlitShader"
{
Properties
{
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_ReflectColor ("Reflection Color", Color) = (1, 1, 1, 1)
_ReflectAmount ("Reflect Amount", Range(0, 1)) = 1
_Cubemap ("Reflection Cubemap", Cube) = "_Skybox" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
LOD 100
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed4 _ReflectColor;
fixed _ReflectAmount;
samplerCUBE _Cubemap; //其中,要注意的是,立方体纹理的类型为 samplerCUBE
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
fixed3 worldRefl : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
//通过光路的可逆性 找到光线来源的方向 发射核心算法 o.worldRefl = reflect(-o.worldViewDir, o.worldNormal)
o.worldRefl = reflect(-o.worldViewDir, o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//准备向量
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
//准备中间向量
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//光照模型
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb * _ReflectColor.rgb;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 color = ambient + lerp(diffuse, reflection, _ReflectAmount) * atten;
//返回值
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Reflective/VertexLit"
}
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