镜面反射与Phong模型
一、原理
二、shader
/*------------------------镜面反射与Phong模型 ------------------
*计算视点方向与反射光线的点积
*
*/
Shader "JQM/phong" {
Properties
{
_MainColor("MainColor" , Color) = (1,1,1,1)
_MainTex("MainTex" , 2D) = "white"{}
_Shininess("shininess", Range(0,10)) = 3
}
SubShader {
Pass
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 _LightColor0;//第一个平行光的颜色
float4 _MainColor;
float _Shininess;
sampler2D _MainTex;
struct Input
{
float4 pos:POSITION;
float4 normal:NORMAL;
float2 uv:TEXCOORD0;
};
struct Output
{
float4 pos:SV_POSITION;
float4 normal:NORMAL;
float2 uv:TEXCOORD0;
float3 pos_world:TEXCOORD1;
};
Output vert(Input v)
{
Output o;
o.pos = mul(UNITY_MATRIX_MVP, v.pos);
o.uv = v.uv;
o.normal = normalize(v.normal);
o.pos_world = mul(_Object2World, v.pos);
return o;
}
float4 frag(Output o):COLOR
{
float4 color;
float3 Kd = tex2D(_MainTex, o.uv).xyz;
color = UNITY_LIGHTMODEL_AMBIENT;// + float4(0.5,0.5,0.5,1.0);
//法线
float3 normalDir= mul(float4(o.normal.xyz,0),_World2Object).xyz;//向量和顶点转到世界空间的运算不一样
normalDir = normalize(normalDir);
//光源方向
float3 lightDir = -normalize(o.pos_world-_WorldSpaceLightPos0.xyz);//与位置有关系 :入射光方向
//float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);//与位置无关系
//视点方向
float3 ViewDir = -normalize(o.pos_world - _WorldSpaceCameraPos.xyz);
//反射方向
float3 reflectDir = reflect(-lightDir,ViewDir);
reflectDir = normalize(reflectDir);
//1.计算环境光
float3 ambient = Kd*UNITY_LIGHTMODEL_AMBIENT;
//2.计算方向光漫反射
float3 diffuse=Kd*_LightColor0*max(0.3,dot(normalDir,lightDir)) * _MainColor;
//3.计算镜面反射
float3 specular = Kd*_LightColor0*pow(max(dot(ViewDir, reflectDir), 0),_Shininess);
color.xyz = ambient + diffuse + specular;
color.w = 1;
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}