UnityShader学习笔记 基本光照模型

兰伯特漫反射光照模型

逐顶点

Shader "Custom/DiffuseVertex"
{
    Properties 
    {
        _Diffuse ("Diffuse" , Color) = (1,1,1,1)
    }
    
    SubShader
    {
        Pass
        {
            Tags {"LightMode" = "ForwardBase"}
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            
            fixed4 _Diffuse;
            
            struct a2f
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            
            struct v2f
            {
                float4 pos : SV_POSITION;
                fixed3 color : COLOR;
            };
            
            v2f vert(a2f v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos( v.vertex);
                
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                
                fixed3 worldNormal = normalize (mul(v.normal , (float3x3)unity_WorldToObject));
                
                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
                
                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
                
                o.color = ambient +diffuse;
                
                return o;
            }
            
            fixed4 frag(v2f i) : SV_Target
            {
                return fixed4(i.color,1.0);
            }
           
            ENDCG
        }
    }
    
     Fallback "Diffuse"
}

逐像素

Shader "Custom/DiffusePixel"
{
    Properties 
    {
        _Diffuse ("Diffuse" , Color) = (1,1,1,1)
    }
    
    SubShader
    {
        Pass
        {
            Tags {"LightMode" = "ForwardBase"}
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            
            fixed4 _Diffuse;
            
            struct a2f
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            
            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
            };
            
            v2f vert(a2f v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos( v.vertex);
                o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
                
                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 color = ambient + diffuse;
                
                return fixed4(color,1.0);
            }
           
            ENDCG
        }
    }
    
     Fallback "Diffuse"
}

半兰伯特漫反射光照模型

Shader "Custom/DiffuseHalfLambertPixel" 
{
	Properties 
	{
		_Diffuse("Diffuse" , Color) = (1 , 1 , 1 , 1)
	}
	SubShader 
	{
		Pass
		{
			Tags { "LightMode" = "ForwardBase" }

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

			fixed4 _Diffuse;
			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
			};
			struct v2f
			{
				float4 pos : SV_POSITION;
				fixed3 worldNormal : TEXCOORD0;
			};

			v2f vert(a2v v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos( v.vertex);

				o.worldNormal = normalize( mul(v.normal, (float3x3)unity_WorldToObject) );
				
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb
				*  dot(i.worldNormal , worldLight) * 0.5 + 0.5;

				return fixed4(ambient + diffuse , 1.0);
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}

 

 

Phone高光反射光照模型

逐顶点

Shader "Custom/SpecularVertex" 
{
	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;
				fixed3 color : COLOR;
			};

			v2f vert(a2v v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos( 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"
}

逐像素

Shader "Custom/SpecularPixel" 
{
	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;
				fixed3 worldNormal : TEXCOORD0;
				fixed3 worldPos : TEXCOORD1;
			};

			v2f vert(a2v v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos( v.vertex);

				o.worldNormal = 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 , i.worldNormal) );
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 specular = _LightColor0.rgb*_Specular.rgb * pow(saturate(dot(reflectDir , viewDir)),_Gloss);
		
				return fixed4( ambient + diffuse + specular, 1.0);
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}

Blin高光反射光照模型

Shader "Custom/BlinSpecularPixel" 
{
	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;
				fixed3 worldNormal : TEXCOORD0;
				fixed3 worldPos : TEXCOORD1;
			};

			v2f vert(a2v v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos( v.vertex);

				o.worldNormal = 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 , i.worldNormal) );
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 halfDir = normalize (worldLightDir + viewDir);
				fixed3 specular = _LightColor0.rgb*_Specular.rgb * pow(saturate(dot(worldNormal , halfDir)),_Gloss);
		
				return fixed4( ambient + diffuse + specular, 1.0);
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}

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