Unity支持的语义(冯乐乐《Unity Shader入门精要》)
光照公式:
顶点漫反射Shader(有锯齿)
Shader "Unlit/01"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 color: Color;
};
v2f vert (appdata_base v)
{
v2f o;
//模型空间顶点信息-->裁剪空间顶点位置信息
o.vertex = UnityObjectToClipPos(v.vertex);
//环境光(要引入Lighting.cginc)
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
//方法表示一max(a, b) 比较两个标量或等长向量元素,返回最大值。
//fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal,worldLight));
//方法表示二saturate(x) 把x限制到[0,1]之间
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight)));
o.color = diffuse + ambient;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
片元漫反射Shader(细节更加光滑)
Shader "Unlit/02"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0,dot(worldLightDir,i.worldNormal));
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
区别:顶点着色器(几何阶段)是对每个顶点数据进行处理的,包括空间转换和颜色计算等,并不是对每个像素进行处理。而片元着色器有时又叫做像素着色器,它是对每个片元处理一次。片元着色器(光栅化阶段)得到的片元数据(像素数据),是在光栅化过程中对顶点数据进行插值得到的,并不只是顶点数据,