效果图
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/2c5a91c3cc0ef935ad697d11264608bd.png)
代码
Shader "DC/LightModel/BlinnPhong"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//亮度调节
_SpecularK("SpecularK", Float) = 1
//控制发光区域大小,越小发光区域越大
_Shininess("Shininess", Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : NORMAL;
float4 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _SpecularK;
float _Shininess;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
/*
phong:
k * pow(max(dot(viewDir, reflectDir), 0), n)
blinn-phong
同样是经验模型,优点
1 解决phong模型视线和反射线夹角>90 无高光
2 计算速度更快
k * pow(max(dot(worldNormal, H), 0), n)
H = normalize(lightDir + viewDir)
*/
float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos.xyz);
float3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos.xyz));
fixed3 specularCol = _SpecularK * _LightColor0.rgb * pow(max(dot(i.worldNormal, normalize(lightDir + viewDir)), 0), _Shininess);
fixed3 lambertCol = _LightColor0.rgb * (saturate(dot(lightDir, i.worldNormal)));
// return fixed4(specularCol,1);
return fixed4(lambertCol + specularCol, 1);
}
ENDCG
}
}
}