unity Shader前向渲染记录,先说原理,后附代码
(1)前向渲染的原理:
两个Pass,一个BasePass主要负责:
一个AddPass主要负责:
(2)对光源处理方式分类:unity在渲染每一个物体之前都会根据光源的强度,颜色,距离物体的远近以及光源对该物体的影响程度对场景中的所有光源进行一个重要度排序,然后根据排序的结果以及quality settings等将会决定这些光源的处理方式;
qualitysettings中定义个逐像素光照的最大数量(虽然可以通过设置light的RenderMode增加数量):如图设置为最大4个逐像素光源
(3)那么,上图中的“4”是如何计算和限制逐像素光源数量的呢?如图:当光源设置为“Important”不计算在4的限制,属于4以外的额外添加。
当设置为“NotImportant”时,此光源肯定不为逐像素光源。
(4)逐顶点光源的计算:
(5)关于Pass内光照的计算的细节:
(6)打开FrameDebug多尝试修改查看draw状态:
感觉没什么好说的了,多动手测试,下面附上测试的shader代码:
Shader "Unlit/001"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float3 vertexLight : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#ifdef LIGHTMAP_OFF
float3 shLight = ShadeSH9(float4(v.normal,1.0));
o.vertexLight = shLight;
#ifdef VERTEXLIGHT_ON
float3 vertexLight = Shade4PointLights(unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,unity_LightColor[0].rgb,
unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0,o.worldPos,o.worldNormal);
o.vertexLight += vertexLight;
#endif
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 halfDir = normalize(viewDir + worldLightDir);
fixed3 specualr = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specualr,1);
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float3 vertex:POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag(v2f i) :SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specualr = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
fixed atten = LIGHT_ATTENUATION(i);
return fixed4((diffuse + specualr)*atten, 1);
}
ENDCG
}
}
}