unity shader (7)--实现高光反射光照模型--逐像素光照

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摘自冯乐乐的《unity shader 入门精要》


Shader "Custom/SpecularPixelLevel" {
	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 "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

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

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

			v2f vert (a2v v)
			{
				v2f o;

				// Transform the vertex from object space to projection space
				//把局部顶点光照投射到空间
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

				//Transform the normal from object  space to world  space;
				//把局部法线转换到空间法线
				o.worldNormal = mul(v.normal, (float3x3)_World2Object);

				//Transform the vertex from obeject space to world space;
				//把局部顶点光照转换到空间中
				o.worldPos = mul(_Object2World , v.vertex).xyz;

				return o;
			}

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

				fixed3 worldNormal = normalize (i.worldNormal);

				fixed3 worldLightDir = normalize (_WorldSpaceLightPos0.xyz);
				
				//Coumpute diffuse term				
				fixed3 diffuse = _LightColor0.rgb * _Diffuse .rgb * saturate(dot(worldNormal,worldLightDir));


				//Get the reflect direction in world space;
				//获取空间中的光照方向
				fixed3 reflectDir = normalize (reflect (-worldLightDir,worldNormal));

				//Get view direction in world space;
				//获得视窗的光照方向
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);

				//Compute sepcular term
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);

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



Shader "Custom/BlinnPhong" {
	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 "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

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

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

			v2f vert (a2v v)
			{
				v2f o;
				// Transform the vertex from object space to projection space
				//把局部顶点光照投射到空间
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

				
				//Transform the normal from object  space to world  space;
				//把局部法线转换到空间法线
				o.worldNormal = mul(v.normal, (float3x3)_World2Object);

				//Transform the vertex from obeject space to world space;
				//把局部顶点光照转换到空间中
				o.worldPos = mul(_Object2World , v.vertex).xyz;

				return o;
			}

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

				fixed3 worldNormal = normalize (i.worldNormal);

				fixed3 worldLightDir = normalize (_WorldSpaceLightPos0.xyz);
				

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

				//Get the reflect direction in world space;
				//获取空间中的光照方向
				fixed3 reflectDir = normalize (reflect (-worldLightDir,worldNormal));


				//Get view direction in world space;
				//获得视窗的光照方向
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);

				//Get the half direction in world space
				fixed3 halfDir = normalize(worldLightDir + viewDir);

				//Compute sepcular term
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,halfDir)),_Gloss);


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





从左至右分别是默认胶囊体,逐像素高光,BlinnPhong和高光模型,效果自行比较。个人人呢还是不错的,因为我把天空盒设置成了黑色,然后默认的就几乎看不到了



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