第六章-Unity中的基础光照

基础概念

  • 辐照度(irradiance):对光进行量化使用
  • 散射(scattering):改变光的方向,但不改变光的密度和颜色,一般光线在物体表面进行散射后的结果
    • 折射(refraction)或透射(transmission):散射到物体内部
      • 不透明物体:光在内部的颗粒进行相交,多次弹射后最终也会有部分光会重新射出表面,另外的部分就被吸收;
    • 反射(reflection):散射到外部
  • 吸收(absorption):只改变光的密度和颜色
  • 出射度(exitance):射出光线的数量和方向,辐照度和出射度是满足线性关系(?不理解);

光照模型

  • 计算机图形学第一定律:如果它看起来是对的,那么它就是对的
    • 《3D数学基础:图形与游戏开发》-作者:邓恩
  • BRDF光照模型:
  • 标准光照模型:自发光 + 高光反射 + 漫反射 + 环境光
  • 兰伯特定律(Lambert`s law):反射光线的强度与表面法线和光源方向之间夹角余弦值成正比
  • Phong光照模型
  • Blinn-Phong光照模型:利用半程向量对Phong光照模型进行计算优化;
    • 局限性:无法表现很多重要的物理现象,例如菲涅尔反射、物体材质是各项异性(固定视角和光源方向,旋转物体表面时反射发生变化)

着色频率

  • 逐平面:Flat Shading
  • 逐顶点:Gouraud Shading
  • 逐像素:Phong Shading

环境光配置

在这里插入图片描述

Unity中实现漫反射光照模型

逐顶点光照
  • 注意:
    • 书中Fallback "Diffuse"已经不满足Unity2023.2.20版本下的ShaderLab语法,因此暂时没有添加成功,所以我先临时移除
    • 辐射度的计算中需要将法线方向转换为世界坐标空间,主要是光照方向是Unity提供的内建变量且在世界坐标空间中,只有在相同的坐标空间下点成计算才有意义
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders Book/Chapter 6/Diffuse Vertex-Level" {
    Properties{
        _Diffuse ("Diffuse", COLOR) = (1, 1, 1, 1)
    }
    SubShader{
        Pass{
            Tags {"LightMode" = "ForwardBase"}

            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;

            struct a2v {
                float4 vertex : POSITION;
                float3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                fixed3 color: COLOR;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));

                o.color = ambient + diffuse;
                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                return fixed4(i.color, 1.0);
            }


            ENDCG


        }

    }
}

在这里插入图片描述

逐像素光照

  • 注意:
    • v2f.worldNormal是使用TEXCOORD0,但其实不太理解为何如此;
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders Book/Chapter 6/Diffuse Pixel-Level" {
    Properties{
        _Diffuse ("Diffuse", COLOR) = (1, 1, 1, 1)
    }
    SubShader{
        Pass{
            Tags {"LightMode" = "ForwardBase"}

            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;

            struct a2v {
                float4 vertex : POSITION;
                float3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                float3 worldNormal: TEXCOORD0;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(i.worldNormal, worldLight));

                fixed3 color = ambient + diffuse;

                return fixed4(color, 1.0);
            }


            ENDCG


        }

    }
}

在这里插入图片描述

半兰伯特光照模型(Half Lambert Light Model)

  • 背景:针对背光面阴暗的问题,即使通过环境光也并不是很好解决,因此提出了改善技术:半兰伯特光照模型
  • 注意:没有物理依据,仅仅是视觉加强技术
  • 兰伯特光照模型:背光处失去了模型的细节在这里插入图片描述
  • 半兰伯特光照名:相同的角度下改用半兰伯特材质效果
    在这里插入图片描述
  • 对比不同模型的效果,半兰伯特虽然在光照背面能看到对象细节,但正面看起来有点塑料感(不真实)
    在这里插入图片描述
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders Book/Chapter 6/Half Lambert" {
    Properties{
        _Diffuse ("Diffuse", COLOR) = (1, 1, 1, 1)
    }
    SubShader{
        Pass{
            Tags {"LightMode" = "ForwardBase"}

            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;

            struct a2v {
                float4 vertex : POSITION;
                float3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                float3 normal: NORMAL;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.normal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * (0.5 * dot(i.normal, worldLight) + 0.5);

                fixed3 color = ambient + diffuse;

                return fixed4(color, 1.0);
            }


            ENDCG


        }

    }
}

实现高光反射模型

逐顶点光照
  • 注意
    • 反射方向计算中注意normalize归一化以及worldLight要取反方向(主要是reflect函数对传入参数的要求如此)
    • dot函数是传入2个参数(以为是Eigen库中的用法)
    • Unity的内建变量要多记忆和使用(刻意练习)
  • 效果表现:整体看高光部分不够平滑,相对粗糙
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Unity Shaders Book/Chapter 6/Specular Vertex-Level"{
    Properties {
        _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
        _Specular ("Specular", Color) = (1, 1, 1, 1)
        _Gloss ("Gloss", Range(8.0, 256)) = 20
    }
    SubShader{
        Tags {
            "LightMode" = "ForwardBase"
        }
        Pass{
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;

            struct a2v {
                float4 vertex : POSITION;
                fixed3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                fixed3 color: COLOR;
            };


            v2f vert(a2v i){
                v2f o;
                o.pos = UnityObjectToClipPos(i.vertex);
                
                float3 worldNormal = mul(i.normal, (float3x3)unity_WorldToObject);

                float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                float3 r = normalize(reflect(-worldLight, worldNormal));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, i.vertex).xyz);
                
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldLight, worldNormal));

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(r, viewDir)), _Gloss);

                o.color = ambient + diffuse + specular;

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                return fixed4(i.color, 1.0);
            }

            ENDCG
        }
    }
}

在这里插入图片描述

逐像素高光(Phong光照模型)
  • 效果对比:逐像素后高光效果更加平滑
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level"{
    Properties {
        _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
        _Specular ("Specular", Color) = (1, 1, 1, 1)
        _Gloss ("Gloss", Range(8.0, 256)) = 20
    }
    SubShader{
        Tags {
            "LightMode" = "ForwardBase"
        }
        Pass{
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;

            struct a2v {
                float4 vertex : POSITION;
                fixed3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                float3 worldNormal: TEXCOORD0;
                float3 worldPos: TEXCOORD1;
            };


            v2f vert(a2v i){
                v2f o;
                o.pos = UnityObjectToClipPos(i.vertex);
                
                o.worldNormal = mul(i.normal, (float3x3)unity_WorldToObject);
                
                o.worldPos = mul(unity_ObjectToWorld, i.vertex).xyz;
                

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                float3 r = normalize(reflect(-worldLight, i.worldNormal));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
                
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldLight, i.worldNormal));

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(r, viewDir)), _Gloss);

                fixed3 color = ambient + diffuse + specular;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }
}

在这里插入图片描述

Blinn-Phong光照模型

  • 效果对比:Blinn-Phong光照模型的高光效果看起来更亮,更大
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level"{
    Properties {
        _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
        _Specular ("Specular", Color) = (1, 1, 1, 1)
        _Gloss ("Gloss", Range(8.0, 256)) = 20
    }
    SubShader{
        Tags {
            "LightMode" = "ForwardBase"
        }
        Pass{
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;

            struct a2v {
                float4 vertex : POSITION;
                fixed3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                float3 worldNormal: TEXCOORD0;
                float3 worldPos: TEXCOORD1;
            };


            v2f vert(a2v i){
                v2f o;
                o.pos = UnityObjectToClipPos(i.vertex);
                
                o.worldNormal = normalize(mul(i.normal, (float3x3)unity_WorldToObject));
                
                o.worldPos = mul(unity_ObjectToWorld, i.vertex).xyz;
                

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
                
                fixed3 h = normalize(viewDir + worldLight);

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldLight, i.worldNormal));

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(i.worldNormal, h)), _Gloss);

                fixed3 color = ambient + diffuse + specular;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }
}

在这里插入图片描述

改用内建函数

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level"{
    Properties {
        _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
        _Specular ("Specular", Color) = (1, 1, 1, 1)
        _Gloss ("Gloss", Range(8.0, 256)) = 20
    }
    SubShader{
        Tags {
            "LightMode" = "ForwardBase"
        }
        Pass{
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;

            struct a2v {
                float4 vertex : POSITION;
                fixed3 normal: NORMAL;
            };

            struct v2f {
                float4 pos: SV_POSITION;
                float3 worldNormal: TEXCOORD0;
                float3 worldPos: TEXCOORD1;
            };


            v2f vert(a2v i){
                v2f o;
                o.pos = UnityObjectToClipPos(i.vertex);
                
                //o.worldNormal = normalize(mul(i.normal, (float3x3)unity_WorldToObject));
                o.worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
                
                o.worldPos = mul(unity_ObjectToWorld, i.vertex).xyz;
                

                return o;
            }

            fixed4 frag(v2f i): SV_Target {
                float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                
                fixed3 h = normalize(viewDir + worldLightDir);

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldLightDir, i.worldNormal));

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(i.worldNormal, h)), _Gloss);

                fixed3 color = ambient + diffuse + specular;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }
}

在这里插入图片描述

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