一、Phong 高光反射原理
这里的高光反射是一种经验模型,也就是说他并不完全符合真实世界的高光反射现象。它可用于计算那些沿着完全镜面反射方向被反射的光线,这样可以看起来更有光泽。例如金属
计算高光反射需要知道的信息比较多,如表面法线、视角方向、光源方向、反射反向等
1、计算公式:
:最终的高光颜色
:光源颜色
:材质的高光反射颜色,它用于控制该材质对于高光反射的强度和颜色。
:材质的光泽度,它用于控制高光区域的 “亮点”有多宽,其值越大。亮点越小。反之,则亮点越小。
:视觉方向
:反射方向,反射方向r可以由表面法线方向n和光源方向l计算获得:
2、Phong高光原理图
二、Phong高光的Shader实现
1、表面着色器实现Phong高光模型
Shader "Custom/Phong" {
Properties {
_Color ("Diffuse Color", Color) = (1,1,1,1)
_MainTex ("Base(RGB)", 2D) = "white" {}
_SpecularColor ("Specular Color", Color) = (1,1,1,1)
_SpecularPower ("Specular Power", Range(0,1)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Phong
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
float4 _SpecularColor;
float _SpecularPower;
struct Input {
float2 uv_MainTex;
};
inline float4 LightingPhong(SurfaceOutput s,fixed3 lightDir,half3 viewDir,fixed atten ){
float diff=dot(s.Normal,lightDir);
float3 reflectionVector=normalize(2.0*s.Normal*diff-lightDir);
float spec=pow(max(0,dot(reflectionVector,viewDir)),_SpecularPower);
float3 finalSpec=_SpecularColor*spec;
fixed4 c;
c.rgb=(s.Albedo*_LightColor0.rgb*diff)+(_LightColor0.rgb*finalSpec);
c.a=1.0;
return c;
}
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex)*_Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Specular"
}
2、逐顶点光照实现Phong高光模型
Shader "Custom/Unlit/VertexPhong"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_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 vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed3 diffusecolor:COLOR;
fixed3 ambientcolor:COLOR2;
fixed3 specularcolor:COLOR1;
};
sampler2D _MainTex;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal=UnityObjectToWorldNormal(v.normal);
fixed3 worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse=_LightColor0.rgb * _Diffuse.rgb*saturate(dot(worldNormal,worldLightDir));
fixed3 reflectDir=normalize(reflect(-worldLightDir,worldNormal));
fixed3 viewDir=normalize(_WorldSpaceCameraPos.xyz-mul(unity_ObjectToWorld,v.vertex).xyz);
fixed specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir,viewDir)),_Gloss);
o.diffusecolor=diffuse;
o.specularcolor=specular;
o.ambientcolor=ambient;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 c=col.rgb*(i.ambientcolor+i.diffusecolor)+i.specularcolor;
return fixed4(c,1.0);
}
ENDCG
}
}
}
3、逐像素光照实现Phong高光模型
Shader "Custom/Unlit/FragmentPhong"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_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 vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal=mul(v.normal,(float3x3)unity_WorldToObject);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT*col.rgb;
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse=col.rgb*_LightColor0.rgb *_Diffuse.rgb*saturate(dot(worldNormal,worldLightDir));
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 "Diffuse"
}