问:
o.worldPos=mul((float3x3)unity_ObjectToWorld,v.vertex).xyz;
o.worldPos=mul((float4x4)unity_ObjectToWorld,v.vertex).xyz;(这个应该是正确的高光效果)
o.worldPos=UnityObjectToWorldDir(v.vertex);(这个也不对,可以看书P108页,对于该函数的说明,参数应该是方向矢量)
o.worldPos=mul(v.vertex,(float3x3)unity_WorldToObject).xyz;
o.pos = UnityObjectToClipPos(v.vertex);(这个不对,高光的显示有问题)
有何异同?
答:
Shader "Learn/RenderShader"{
Properties{
_MainTex("Main Tex",2D)="white"{}
_Diffuse("Diffuse",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8.0,20))=20
_Specular("Specular",Color)=(1,1,1,1)
}
SubShader{
Tags{"RenderType"="Opaque"}
Pass{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldLight:TEXCOORD2;
float3 worldPos:TEXCOORD3;
};
v2f vert(a2v v){
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldLight=_WorldSpaceLightPos0.xyz;
o.worldPos=mul((float4x4)unity_ObjectToWorld,v.vertex).xyz;//高光点正常
//o.worldPos=mul((float3x3)unity_ObjectToWorld,v.vertex).xyz;//不正常
//o.worldPos=mul(v.vertex,(float3x3)unity_WorldToObject).xyz;//不正常
//o.worldPos=mul(v.vertex,(float4x4)unity_WorldToObject).xyz; //这个有问题,不能左乘
//o.worldPos=UnityObjectToWorldDir(v.vertex);//这个也不正常,如图
//o.worldPos = UnityObjectToClipPos(v.vertex);//这个是裁剪空间,也不正常
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_TARGET{
fixed4 albedo=tex2D(_MainTex,i.uv);
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo.rgb;
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLight=normalize(i.worldLight);
fixed3 diffuse=_LightColor0.rgb*albedo.rgb*saturate(dot(worldNormal,worldLight));
//fixed3 diffuse=_LightColor0.rgb*albedo.rgb*(dot(worldNormal,worldLight)*0.5+0.5);
fixed3 halfDir=normalize(worldLight+worldNormal);
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 reflectDir=normalize(reflect(-worldLight,worldNormal));
//fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(worldNormal,halfDir)),_Gloss);
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(viewDir,reflectDir)),_Gloss);
return fixed4(diffuse+ambient+specular,1);
}
ENDCG
}
}
Fallback "Diffuse"
}