Unity中写GLSL(十一)—— 双面材质

先上图:左边是背面,右边是正面
这里写图片描述

然后是代码:

Shader "Custom/ShaderExample9"
{
    Properties
    {
        _Color ("Front Material Diffuse Color", Color) = (1,1,1,1)
        _SpecColor ("Front Material Specular Color", Color) = (1,1,1,1)
        _Shininess("Front Material Shininess", Float) = 10
        _BackColor ("Back Material Diffuse Color", Color) = (1,1,1,1)
        _BackSpecColor ("Back Material Specular Color", Color) = (1,1,1,1)
        _BackShininess ("Back Material Shininess", Float) = 10
    }

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

            Cull Off

            GLSLPROGRAM

            uniform vec4 _Color;
            uniform vec4 _SpecColor;
            uniform float _Shininess;
            uniform vec4 _BackColor;
            uniform vec4 _BackSpecColor;
            uniform float _BackShininess;

            uniform vec3 _WorldSpaceCameraPos;
            uniform mat4 _Object2World;
            uniform mat4 _World2Object;
            uniform vec4 _WorldSpaceLightPos0;
            uniform vec4 _LightColor0;

            #ifdef VERTEX
            //顶点着色器

            out vec4 frontColor;
            out vec4 backColor;

            void main()
            {
                mat4 modelMatrix = _Object2World;
                mat4 modelMatrixInverse = _World2Object;

                vec3 normalDirection = normalize(vec3(vec4(gl_Normal, 0.0) * modelMatrixInverse));
                vec3 viewDirection = normalize(vec3(
                                vec4(_WorldSpaceCameraPos, 1.0) - modelMatrix * gl_Vertex));

                vec3 lightDirection;
                float attenuation;

                if (0.0 == _WorldSpaceLightPos0.w) //方向光
                {
                    attenuation = 1.0;
                    lightDirection = normalize(vec3(_WorldSpaceLightPos0));
                }
                else //点光源或聚光灯
                {
                    vec3 vertexToLightSource = vec3(_WorldSpaceLightPos0 - modelMatrix * gl_Vertex);
                    float distance = length(vertexToLightSource);
                    attenuation = 1.0/ distance;
                    lightDirection = normalize(vertexToLightSource);
                }

                //正面的光照计算-------------------------------------------------------
                vec3 ambientLighting = vec3(gl_LightModel.ambient) * vec3(_Color);
                vec3 diffuseReflection = attenuation * vec3(_LightColor0) * vec3(_Color)
                                            * max(0.0, dot(normalDirection, lightDirection));

                vec3 specularReflection;
                if (dot(normalDirection, lightDirection) < 0.0)
                {
                    specularReflection = vec3(0.0, 0.0, 0.0);
                }
                else
                {
                    specularReflection = attenuation * vec3(_LightColor0) * vec3(_SpecColor)
                                        * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
                }

                frontColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);

                //--------------------------------------------------------------------

                //背面的光照计算---------------------------------------------------------
                vec3 backAmbientLighting = vec3(gl_LightModel.ambient) * vec3(_BackColor);

                vec3 backDiffuseReflection = attenuation * vec3(_LightColor0) * vec3(_BackColor)
                                            * max(0.0, dot(-normalDirection, lightDirection));

                vec3 backSpecularReflection;
                if (dot(-normalDirection, lightDirection) < 0.0)
                {
                    backSpecularReflection = vec3(0.0, 0.0, 0.0);
                }
                else
                {
                    backSpecularReflection = attenuation * vec3(_LightColor0) * vec3(_BackSpecColor)
                                            * pow(max(0.0, dot(reflect(-lightDirection, -normalDirection), viewDirection)),
                                             _BackShininess);
                }

                backColor = vec4(backAmbientLighting + backDiffuseReflection + backSpecularReflection, 1.0);
                //----------------------------------------------------------------------

                gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
            }

            #endif

            #ifdef FRAGMENT
            //片元着色器

            in vec4 frontColor;
            in vec4 backColor;

            void main()
            {
                if (gl_FrontFacing)
                {
                    gl_FragColor = frontColor;
                }
                else
                {
                    gl_FragColor = backColor;
                }
            }

            #endif

            ENDGLSL
        }
    }
}
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