Blinn-Phong 光照模型 & 纹理结合

1、原理

物体表面反射光线是由三部分组成:环境光 + 漫反射光 + 镜面反射光(高光反射光)

2、公式

物体表面光照颜色 = 环境光颜色 + 漫反射光颜色 + 高光反射光颜色
其中:

  • 环境光颜色 = UNITY_LIGHTMODEL_AMBIENT(unity_AmbientSky、unity_AmbientEquator、unity_AmbientGround)
  • 漫反射光颜色 =【兰伯特光照模型】计算得到的颜色
  • 高光反射光颜色 =【Blinn Phong式高光反射光照模型】计算得到的颜色

3、逐顶点光照

Shader "ShaderProj/1/Blinn_Phong_vertex"
{
    Properties
    {
        _MainColor("_MainColor", Color)=(1,1,1,1)
        _SpecularColor("_SpecularColor", Color)=(1,1,1,1)
        _SpecularNum("_SpecularNum", Range(0, 20))=5
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct v2f
            {
                float4 pos:SV_POSITION;
                fixed3 color:COLOR;
            };
            fixed3 _MainColor;
            fixed3 _SpecularColor;
            float _SpecularNum;

            fixed3 getLambertColor(float3 wNormal, float lightDir)
            {
                fixed3 color = _LightColor0 * _MainColor * max(0, dot(wNormal, lightDir));

                return color;
            }

            // PS:一定要把参数的类型传对,这里把 vertex 传成了 float3 类型,导致 worldPos 的结果是错的
            // 最终高亮的位置不对
            fixed3 getSpecularColor(float4 vertex, float3 wNormal, float3 lightDir)
            {
                float3 worldPos = mul(unity_ObjectToWorld, vertex);
                float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
                float3 halfAngle = normalize(viewDir + lightDir);
                fixed3 color = _LightColor0 * _SpecularColor * pow(max(0, dot(wNormal, halfAngle)), _SpecularNum);

                return color;
            }

            v2f vert (appdata_base v)
            {
                v2f data;

                data.pos = UnityObjectToClipPos(v.vertex);
                float3 normal = UnityObjectToWorldNormal(v.normal);
                float3 lightDir = normalize(_WorldSpaceLightPos0);
                // lambert
                fixed3 lambertColor = getLambertColor(normal, lightDir);
                // specular
                fixed3 specularColor = getSpecularColor(v.vertex, normal, lightDir);
                //fixed3 specularColor = getSpecularColor(v.vertex, v.normal);
                data.color = lambertColor + specularColor + UNITY_LIGHTMODEL_AMBIENT;

                return data;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(i.color, 1);
            }
            ENDCG
        }
    }
}

4、逐片元光照

Shader "ShaderProj/1/Blinn_Phong_frag"
{
    Properties
    {
        _MainColor("_MainColor", Color)=(1,1,1,1)
        _SpecularColor("_SpecularColor", Color)=(1,1,1,1)
        _SpecularNum("_SpecularNum", Range(0,20))=5
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct v2f
            {
                float4 pos:SV_POSITION;
                float3 normal:NORMAL;
                float3 wPos:TEXCOORD0;
            };
            fixed3 _MainColor;
            fixed3 _SpecularColor;
            float _SpecularNum;

            fixed3 getLambertColor(float3 normal, float3 lightDir)
            {
                fixed3 color = _LightColor0 * _MainColor * max(0, dot(lightDir, normal));

                return color;
            }

            fixed3 getSpecularColor(float3 worldPos, float3 normal, float3 lightDir)
            {
                float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
                float3 halfAngle = normalize(viewDir + lightDir);
                fixed3 color = _LightColor0 * _SpecularColor * pow(max(0, dot(normal, halfAngle)), _SpecularNum);

                return color;
            }

            v2f vert (appdata_base v)
            {
                v2f data;

                data.pos = UnityObjectToClipPos(v.vertex);
                data.wPos = mul(unity_ObjectToWorld, v.vertex);
                data.normal = UnityObjectToWorldNormal(v.normal);

                return data;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float3 lightDir = normalize(_WorldSpaceLightPos0);
                fixed3 lambertColor = getLambertColor(i.normal, lightDir);
                fixed3 specularColor = getSpecularColor(i.wPos, i.normal, lightDir);
                fixed3 color = UNITY_LIGHTMODEL_AMBIENT + lambertColor + specularColor;

                return fixed4(color, 1);
            }
            ENDCG
        }
    }
}

5、单张纹理结合BlinnPhong光照模型

在计算时,有以下的3点注意点

  • 纹理颜色需要和漫反射颜色进行乘法叠加, 它们两共同影响最终的颜色
  • 兰伯特光照模型计算时,漫反射材质颜色使用 1 中的叠加颜色计算
  • 最终使用的环境光叠加时,环境光变量UNITY_LIGHTMODEL_AMBIENT需要和 1 中颜色进行乘法叠加,为了避免最终的渲染效果偏灰
Shader "ShaderProj/2/Texture_LightMode"
{
    Properties
    {
        _MainTex("_MainTex", 2D) = ""{}
        _MainColor("_MainColor", Color) = (1,1,1,1)
        _SpecularColor("_SpecularColor", Color) = (1,1,1,1)
        _SpecularNum("_SpecularNum", Range(0,20)) = 15
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _MainColor;
            fixed4 _SpecularColor;
            float _SpecularNum;

            struct v2f
            {
                float4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                float3 wNormal:NORMAL;
                float3 wPos:TEXCOORD01;
            };

            fixed3 getLambertColor(float3 normal, float3 lightDir, fixed3 albedo)
            {
                fixed3 color = _LightColor0 * albedo * max(0, dot(lightDir, normal));

                return color;
            }

            fixed3 getSpecularColor(float3 worldPos, float3 normal, float3 lightDir)
            {
                //float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
                float3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
                float3 halfAngle = normalize(viewDir + lightDir);
                fixed3 color = _LightColor0 * _SpecularColor * pow(max(0, dot(normal, halfAngle)), _SpecularNum);

                return color;
            }
        
            v2f vert (appdata_base v)
            {
                v2f data;

                data.pos = UnityObjectToClipPos(v.vertex);
                data.wNormal = UnityObjectToWorldNormal(v.normal);
                data.wPos = mul(unity_ObjectToWorld, v.vertex);
                data.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                //data.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;

                return data;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // 纹理颜色需要和漫反射材质颜色叠加(乘法)共同决定最终的颜色
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _MainColor.rgb;                
                float3 lightDir = normalize(_WorldSpaceLightPos0);
                fixed3 lambertColor = getLambertColor(i.wNormal, lightDir, albedo);
                fixed3 specularColor = getSpecularColor(i.wPos, i.wNormal, lightDir);
                // 环境光也要与纹理颜色叠加,防止变灰
                fixed3 color = lambertColor + specularColor + UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;

                return fixed4(color, 1);
            }
            ENDCG
        }
    }
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值