《Unity Shader 入门精要》学习笔记06---Unity中的基础光照(二)(高光反射光照模型的实现)

上一节已经讲过了高光反射的计算公式,这节直接写代码实现:
1.逐顶点,代码如下:

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders Book/Chapter 6/Specular Vertxe-Level" {
	Properties{
		//声明三个属性
		//漫反射颜色
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		//高光颜色
		_Specular("Specular",Color) = (1,1,1,1)
		//光泽度
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
	SubShader{
		Pass{
			Tags{"LightMode" = "ForwardBase"}

			CGPROGRAM

			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"
			//定义相对应的变量
			fixed4 _Diffuse;
			fixed4 _Specular;
			//_Gloss的范围很大,使用float精度来储存
			float _Gloss;

			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 color:COLOR;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				//获得环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
				//计算漫反射
				fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
				//计算高光
				fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld,v.vertex ).xyz);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);

				o.color = ambient + diffuse + specular;
				return o;
			}
			fixed4 frag(v2f i):SV_Target{
				return fixed4(i.color,1.0);
			}
			ENDCG
		}
	}
	FallBack "Specular"
	
}

2.逐像素,代码如下:

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

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{
		Pass{
			Tags{"LightMode" = "ForwardBase"}

			CGPROGRAM

			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
				o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
				return o;
			}
			fixed4 frag(v2f i):SV_Target{
				//获得环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
				//计算漫反射
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
				//计算高光
				fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);

				fixed3 color = ambient + diffuse + specular;
				return fixed4(color,1.0);
			}
			ENDCG
		}
	}
	FallBack "Specular"
	
}

3.Blinn-Phong光照模型

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Unity Shaders Book/Chapter 6/BlinnPhong" {
	Properties{
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
	SubShader{
		Pass{
			Tags{"LightMode" = "ForwardBase"}

			CGPROGRAM

			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
				o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
				return o;
			}
			fixed4 frag(v2f i):SV_Target{
				//获得环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
				//计算漫反射
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
				//计算高光
				fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 halfDir = normalize(worldLightDir + viewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);

				fixed3 color = ambient + diffuse + specular;
				return fixed4(color,1.0);
			}
			ENDCG
		}
	}
	FallBack "Specular"
	
}

4.使用内置函数替换计算过程

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

Shader "Unity Shaders Book/Chapter 6/BlinnPhongUseBuildInFunction" {
	Properties{
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
	SubShader{
		Pass{
			Tags{"LightMode" = "ForwardBase"}

			CGPROGRAM

			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				//o.worldNormal = mul(v.normal,(float3x3)_World2Object);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
				return o;
			}
			fixed4 frag(v2f i):SV_Target{
				//获得环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
				//计算漫反射
				fixed3 worldNormal = normalize(i.worldNormal);
				//fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
				//计算高光
				fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
				//fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
				fixed3 halfDir = normalize(worldLightDir + viewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);

				fixed3 color = ambient + diffuse + specular;
				return fixed4(color,1.0);
			}
			ENDCG
		}
	}
	FallBack "Specular"
	
}

显示结果如下:
在这里插入图片描述
上图中后四个都调节了高光颜色。

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