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"
}