UnityShader_BlinnPhong

BlinnPhong高光原理

Shaer实现:

Shader "Custom/BlinnPhong" {
    Properties {
        _Color ("Diffuse Color", Color) = (1,1,1,1)
        _MainTex ("Base(RGB)", 2D) = "white" {}
        _SpecularColor ("Specular Color", Color) = (1,1,1,1)
        _SpecularPower ("Specular Power", Range(0,1)) = 1
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        #pragma surface surf CustomBlinnPhong
        #pragma target 3.0

        sampler2D _MainTex;
        fixed4 _Color;
        float4 _SpecularColor;
        float _SpecularPower;
        struct Input {
            float2 uv_MainTex;
        };

        inline float4 LightingCustomBlinnPhong(SurfaceOutput s,fixed3 lightDir,half3 viewDir,fixed atten ){
            float3 halfVector=normalize(lightDir+viewDir);
            float diff=max(0,dot(s.Normal,lightDir));
            float nh=max(0,dot(s.Normal,halfVector));
            float4 spec=pow(nh,_SpecularPower)*_SpecularColor;
            fixed4 c;
            c.rgb=(s.Albedo*_LightColor0.rgb*diff)+(_LightColor0.rgb*_SpecularColor.rgb*spec)*(atten*2);
            c.a=s.Alpha;
            return c;
        }
        void surf (Input IN, inout SurfaceOutput o) {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex)*_Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

 

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