高光反射分为两种实现
- 逐顶点高光反射(主要依靠顶点着色器,计算顶点的光照)
- 逐片元高光反射(主要依靠片元着色器,计算片元的光照)
Phong 模型
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c_{specular} = (c_{light} \cdot m_{specular}) (\widehat{v} \cdot \widehat{r})^{m_{gloss}}\tag{1}
cspecular=(clight⋅mspecular)(v
⋅r
)mgloss(1)
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\widehat{r} = 2(\widehat{n} \cdot \widehat{l})\widehat{n} - \widehat{l}\tag{2}
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r ^ \widehat{r} r 为光线的反射对于法线的方向
c l i g h t c_{light} clight是光线的颜色, m s p e c u l a r m_{specular} mspecular是材质的颜色, v v v是摄像机的观察方向
Blinn - Phong 模型
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c_{specular} = (c_{light} \cdot m_{specular}) (\widehat{n} \cdot \widehat{h})^{m_{gloss}}\tag{1}
cspecular=(clight⋅mspecular)(n
⋅h
)mgloss(1)
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\widehat{h} = normalize(\widehat{v} + \widehat{l})\tag{2}
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参数与上面相同,h 为特殊的参数
代码包含了 漫反射,高光反射,环境光。这个代码是继续上次博客的代码 -> 漫反射-UnityShader
逐顶点高光反射
Shader "Lit/DiffuseLitShader1"
{
Properties
{
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256.0)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include <UnityCG.cginc>
#include <UnityLightingCommon.cginc>
#include <UnityShaderUtilities.cginc>
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed3 color : COLOR0;
};
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
//逐顶点漫反射
v2f vert(a2v v)
{
v2f o;
//设置裁剪空间
o.pos = UnityObjectToClipPos(v.vertex.xyz);
//得到环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//从物体坐标的法向量变换到全局坐标的法向量
float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject)).xyz;
//光照方向
fixed3 litDir = normalize(UnityWorldSpaceLightDir(worldPos));
//兰伯特定律 c = (c * m) max(0, dot(n.normalize, l.normalize)) = (c * m) * cos
//fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, litDir));
//半兰伯特定理 c = (c * m)(0.5 * cos + 0.5), 可实现暗部增强亮光
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * (dot(worldNormal, litDir) * 0.5 + 0.5);
//高光反射 Phong 模型
// fixed3 reflectDir = normalize(reflect(-litDir, worldNormal));
// fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
//
// fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
//高光反射 使用 Blinn - Phong 模型
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 halfDir = normalize(viewDir + litDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
逐片元高光反射
Shader "Lit/DiffuseLitShader2"
{
Properties
{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256.0)) = 20
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include <UnityCG.cginc>
#include <UnityShaderUtilities.cginc>
#include <UnityLightingCommon.cginc>
struct a2v
{
float4 pos : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 worldNormal : TEXCOORD0;
float4 worldPos : TEXCOORD1;
};
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
v2f vert(a2v v)
{
v2f o;
//得到裁剪空间
o.pos = UnityObjectToClipPos(v.pos.xyz);
//获得世界空间的法向量,并保存在 uv 中
o.worldNormal = float4(UnityObjectToWorldNormal(v.normal.xyz), 1.0);
//获得模型的世界坐标
o.worldPos = mul(unity_ObjectToWorld, v.pos.xyz);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//得到 ambient
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal.xyz);
//gl 的 方向
float3 litDir = normalize(UnityWorldSpaceLightDir(i.worldPos.xyz));
//使用 兰伯特定律
//fixed3 diffuse = _LightColor0.rgb * _Diffuse * saturate(dot(i.worldNormal.xyz, litDir));
//使用 半兰伯特定律
fixed3 diffuse = _LightColor0.rgb * _Diffuse * (dot(worldNormal, litDir) * 0.5 + 0.5);
//高光反射 使用 Phong 模型
// fixed3 reflectDir = normalize(reflect(-litDir, worldNormal));
// fixed3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos.xyz);
//
// fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
//高光反射 使用 Blinn - Phong 模型
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos.xyz));
fixed3 halfDir = normalize(litDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);
return fixed4(diffuse + ambient + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
来源为 Unity Shader 入门精要这本书 - 高光反射的实现