漫反射(Diffuse)
1.兰伯特(Lambert)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDirWS = normalize(_WorldSpaceLightPos0.xyz);
fixed4 col = tex2D(_MainTex, i.uv);
return fixed4(col * saturate(dot(-lightDirWS,i.normalWS)));
}
2.半兰伯特(HalfLambert)
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDirWS = normalize(_WorldSpaceLightPos0.xyz);
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 halfLambert = 0.5*dot(-lightDirWS,i.normalWS)+0.5;
return fixed4(col * halfLambert);
}
镜面反射/高光(Specular)
1.Phone
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
o.posWS = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDirWS = normalize(_WorldSpaceLightPos0.xyz);
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWS);
fixed3 reflectDir = normalize(reflect(-lightDirWS,i.normalWS));
return fixed4(_Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss),1.0);
}
2.BlinnPhone
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
o.posWS = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDirWS = normalize(_WorldSpaceLightPos0.xyz);
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWS);
fixed3 halfDir = normalize(viewDir + lightDirWS);
return fixed4(_Specular.rgb * pow(saturate(dot(halfDir,i.normalWS)),_Gloss),1.0);
}
随手记--变量
UNITY_LIGHTMODEL_AMBIENT//环境光
_WorldSpaceLightPos0//第一个方向光
_World2Object//世界空间转模型空间
_Object2World//模型空间转世界空间
_LightColor0//第一个灯光颜色
随手记--方法
UnityObjectToClipPos//模型空间->裁剪空间
UnityObjectToWorldDir//把目标从模型空间转到世界空间
UnityWorldSpaceViewDir//计算从物体模型空间到世界空间视图方向
UnityWorldSpaceLightDir//计算从物体世界空间位置到世界空间光源方向
UnityObjectToWorldNormal//把模型法线转换到世界空间下
saturate//把输入值限制到[0, 1]之间
clamp//把输入值限制在[min, max]范围内