图形 5 Unity Shader的简单了解(七)·基本光照模型中的高光反射
作者:互联网
1. 基本光照模型中的高光反射计算公式:
其中反射方向可以由表面法线和光源方向计算:
并且Cg给提供了计算反射方向的函数reflect,函数:reflect(i, n);
2.逐顶点
Shader "Custom/c6_SpecularVertexLevel_1" { 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 color : COLOR; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); // UnityObjectToColorPos(v.vertex); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); 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 - mul(unity_ObjectToWorld, v.vertex).xyz); 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 } } FallBack "Diffuse" }
3.逐像素(按照逐像素的方式处理光照可以得到更平滑的高光效果)
Shader "Unlit/c6_SpecularPixelLevel_1" { 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; o.pos = UnityObjectToClipPos(v.vertex); // UnityObjectToColorPos(v.vertex); o.worldNormal = normalize(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 spacular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)),_Gloss); return fixed4(ambient + diffuse + spacular, 1.0); } ENDCG } } FallBack "Diffuse" }
4.默认材质(左二)、逐顶点(中)与逐像素(右二)的对比
标签:normalize,xyz,vertex,Shader,fixed3,183,&#,worldNormal,Diffuse 来源: https://www.cnblogs.com/chenjianqi/p/14187499.html