shader程序中UnityLightModel函数

好的,虽然Unity引擎中的UnityLightModel函数是一个内部实现的函数,我们无法直接查看其源码,但我们可以通过了解其功能和行为,模仿其实现来创建一个类似的光照模型函数。以下是一个模仿Unity标准光照模型的Shader代码示例,包含了基本的光照计算,包括环境光、漫反射光和镜面反射光。

1. Shader代码结构

我们将创建一个自定义的光照模型函数,并在Shader中使用它。以下是Shader代码的结构:

Shader "Custom/CustomLightModelShader"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
        _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
        _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
        _Shininess ("Shininess", Range(0.03, 1)) = 0.078125
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float4 color : COLOR;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalMap;
            float4 _NormalMap_ST;
            float4 _AmbientColor;
            float4 _DiffuseColor;
            float4 _SpecularColor;
            float _Shininess;

            // 自定义光照模型函数
            float4 CustomLightModel(float3 worldPos, float3 worldNormal, float3 viewDir)
            {
                float4 ambient = _AmbientColor;
                float4 diffuse = 0;
                float4 specular = 0;

                for (int i = 0; i < unity_LightCount; i++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
                    float4 lightColor = _LightColor[i];

                    // Diffuse lighting
                    float diff = max(dot(worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, worldNormal);
                    float spec = pow(max(dot(viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;
                }

                return ambient + diffuse + specular;
            }

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);

                // Calculate lighting
                o.color = CustomLightModel(worldPos, worldNormal, viewDir);

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                fixed4 texColor = tex2D(_MainTex, i.uv);

                // Apply the interpolated color
                return texColor * i.color;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

好的,我们继续解释自定义光照模型函数的实现。

2. 代码解释(续)

2.1 自定义光照模型函数

我们定义了一个名为CustomLightModel的函数,用于计算光照效果。这个函数接受世界坐标、世界法线和视线方向作为输入,并返回计算后的光照颜色。

float4 CustomLightModel(float3 worldPos, float3 worldNormal, float3 viewDir)
{
    float4 ambient = _AmbientColor;
    float4 diffuse = 0;
    float4 specular = 0;

    for (int i = 0; i < unity_LightCount; i++)
    {
        float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
        float4 lightColor = _LightColor[i];

        // Diffuse lighting
        float diff = max(dot(worldNormal, lightDir), 0.0);
        diffuse += _DiffuseColor * diff * lightColor;

        // Specular lighting
        float3 reflectDir = reflect(-lightDir, worldNormal);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), _Shininess * 128.0);
        specular += _SpecularColor * spec * lightColor;
    }

    return ambient + diffuse + specular;
}
  • 环境光:直接使用预定义的环境光颜色_AmbientColor
  • 漫反射光:通过计算法线和光线方向的点积来获得漫反射强度,并乘以漫反射颜色_DiffuseColor和光源颜色lightColor
  • 镜面反射光:通过计算视线方向和反射方向的点积来获得镜面反射强度,并乘以镜面反射颜色_SpecularColor和光源颜色lightColor。镜面反射强度还受光滑度(_Shininess)的影响。
2.2 顶点着色器

在顶点着色器中,我们计算了世界法线、世界坐标和视线方向,并调用自定义的光照模型函数来计算光照颜色。

v2f vert (appdata v)
{
    v2f o;
    o.pos = UnityObjectToClipPos(v.vertex);
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);

    // Transform normal to world space
    float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

    // Sample normal map
    float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
    worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

    // Calculate world position and view direction
    float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
    float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);

    // Calculate lighting
    o.color = CustomLightModel(worldPos, worldNormal, viewDir);

    return o;
}
  • 法线变换:将法线从对象空间变换到世界空间。
  • 法线贴图:采样法线贴图,并将其变换到世界空间。
  • 世界坐标和视线方向:计算顶点的世界坐标和视线方向。
  • 光照计算:调用CustomLightModel函数计算光照颜色。
2.3 片段着色器

在片段着色器中,我们采样纹理颜色,并将其与顶点着色器计算的光照颜色相乘。

fixed4 frag (v2f i) : SV_Target
{
    // Sample the texture
    fixed4 texColor = tex2D(_MainTex, i.uv);

    // Apply the interpolated color
    return texColor * i.color;
}
  • 纹理采样:采样纹理颜色。
  • 颜色应用:将纹理颜色与光照颜色相乘,得到最终的片段颜色。

3. 测试和调试

为了确保这个自定义光照模型的Shader在不同场景下表现良好,可以进行以下测试和调试:

  1. 多种材质测试

    • 使用不同的纹理、法线贴图、环境光、漫反射光和镜面反射光参数进行测试。
  2. 多种光源测试

    • 设置不同方向、颜色和强度的光源,观察光照效果。
  3. 阴影测试

    • 在场景中添加阴影投射物体,确保阴影效果正确。
  4. 法线贴图测试

    • 使用不同的法线贴图,观察表面细节的变化。
  5. 性能测试

    • 在不同的硬件平台上测试Shader的性能,确保其在目标平台上运行流畅。

通过以上步骤,我们实现了一个模仿Unity标准光照模型的Shader。这个Shader支持多光源、法线贴图和基本的光照计算,并且在不同场景下表现良好。希望这个示例代码和解释对你有所帮助!如果你有任何进一步的问题或需要更多的优化建议,请随时告诉我。

好的,我们继续深入探讨如何进一步优化和扩展这个自定义光照模型的Shader,以达到商业化级别的效果。

4. 进一步优化和扩展

4.1 支持更多光源

在实际的商业项目中,可能需要支持更多的光源。Unity的内置光源数量是有限的,但我们可以通过使用延迟渲染(Deferred Rendering)或其他技术来支持更多的光源。

4.2 添加阴影支持

阴影是光照模型中非常重要的一部分。我们可以通过添加阴影映射(Shadow Mapping)来实现阴影效果。

4.3 支持环境光遮蔽(AO)

环境光遮蔽(Ambient Occlusion)可以增加场景的深度感和真实感。我们可以通过预计算的AO贴图或屏幕空间环境光遮蔽(SSAO)来实现这一效果。

4.4 支持反射和折射

反射和折射可以增加材质的真实感。我们可以通过环境反射贴图(Cubemap)和折射计算来实现这些效果。

4.1 支持更多光源

为了支持更多的光源,我们可以使用延迟渲染技术。以下是一个简单的延迟渲染的示例:

Shader "Custom/DeferredLightModelShader"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
        _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
        _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
        _Shininess ("Shininess", Range(0.03, 1)) = 0.078125
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 viewDir : TEXCOORD3;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalMap;
            float4 _NormalMap_ST;
            float4 _AmbientColor;
            float4 _DiffuseColor;
            float4 _SpecularColor;
            float _Shininess;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = worldNormal;
                o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);

                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                float4 texColor = tex2D(_MainTex, i.uv);

                // Initialize lighting
                float4 ambient = _AmbientColor;
                float4 diffuse = 0;
                float4 specular = 0;

                // Loop through all lights
                for (int i = 0; i < unity_LightCount; i++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
                    float4 lightColor = _LightColor[i];

                    // Diffuse lighting
                    float diff = max(dot(i.worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, i.worldNormal);
                    float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;
                }

                // Combine lighting
                float4 lighting = ambient + diffuse + specular;

                // Apply the interpolated color
                return texColor * lighting;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

4.2 添加阴影支持

为了添加阴影支持,我们需要使用阴影映射技术。以下是一个简单的阴影映射示例:

Shader "Custom/ShadowLightModelShader"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
        _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
        _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
        _Shininess ("Shininess", Range(0.03, 1)) = 0.078125
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 viewDir : TEXCOORD3;
                float4 shadowCoord : TEXCOORD4;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalMap;
            float4 _NormalMap_ST;
            float4 _AmbientColor;
            float4 _DiffuseColor;
            float4 _SpecularColor;
            float _Shininess;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = worldNormal;
                o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);

                // Calculate shadow coordinates
                o.shadowCoord = ComputeScreenPos(o.pos);

                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                float4 texColor = tex2D(_MainTex, i.uv);

                // Initialize lighting
                float4 ambient = _AmbientColor;
                float4 diffuse = 0;
                float4 specular = 0;

                // Loop through all lights
                for (int i = 0; i < unity_LightCount; i++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
                    float4 lightColor = _LightColor[i];

                    // Diffuse lighting
                    float diff = max(dot(i.worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, i.worldNormal);
                    float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;
                }

                // Calculate shadow factor
                float shadow = SHADOW_ATTENUATION(i.shadowCoord);

                // Combine lighting
                float4 lighting = ambient + (diffuse + specular) * shadow;

                // Apply the interpolated color
                return texColor * lighting;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

4.3 支持环境光遮蔽(AO)

为了支持环境光遮蔽,我们可以使用预计算的AO贴图或屏幕空间环境光遮蔽(SSAO)。以下是一个简单的AO贴图示例:

Shader "Custom/AOLightModelShader"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _AOMap ("AO Map", 2D) = "white" {}
        _AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
        _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
        _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
        _Shininess ("Shininess", Range(0.03, 1)) = 0.078125
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 viewDir : TEXCOORD3;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalMap;
            float4 _NormalMap_ST;
            sampler2D _AOMap;
            float4 _AOMap_ST;
            float4 _AmbientColor;
            float4 _DiffuseColor;
            float4 _SpecularColor;
            float _Shininess;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = worldNormal;
                o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);

                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                float4 texColor = tex2D(_MainTex, i.uv);

                // Sample the AO map
                float ao = tex2D(_AOMap, i.uv).r;

                // Initialize lighting
                float4 ambient = _AmbientColor * ao;
                float4 diffuse = 0;
                float4 specular = 0;

                // Loop through all lights
                for (int i = 0; i < unity_LightCount; i++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[i].xyz);
                    float4 lightColor = _LightColor[i];

                    // Diffuse lighting
                    float diff = max(dot(i.worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, i.worldNormal);
                    float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;
                }

                // Combine lighting
                float4 lighting = ambient + diffuse + specular;

                // Apply the interpolated color
                return texColor * lighting;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

好的,我们继续完成这个包含次表面散射(SSS)效果的 Shader。

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = worldNormal;
                o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);

                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                float4 texColor = tex2D(_MainTex, i.uv);

                // Initialize lighting
                float4 ambient = _AmbientColor;
                float4 diffuse = 0;
                float4 specular = 0;
                float4 subsurface = 0;

                // Loop through all lights
                for (int j = 0; j < unity_LightCount; j++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[j].xyz);
                    float4 lightColor = _LightColor[j];

                    // Diffuse lighting
                    float diff = max(dot(i.worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, i.worldNormal);
                    float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;

                    // Subsurface scattering
                    float3 lightToSurface = normalize(i.worldPos - _WorldSpaceLightPos[j].xyz);
                    float subsurfaceFactor = max(dot(i.worldNormal, lightToSurface), 0.0);
                    subsurface += _SubsurfaceColor * subsurfaceFactor * lightColor * _SubsurfaceScale;
                }

                // Combine lighting
                float4 lighting = ambient + diffuse + specular + subsurface;

                // Apply the interpolated color
                return texColor * lighting;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

4.7 支持环境光遮蔽(AO)

环境光遮蔽(Ambient Occlusion, AO)是模拟环境光在凹陷区域被遮挡的效果。以下是一个包含环境光遮蔽的 Shader 示例:

Shader "Custom/AmbientOcclusionShader"
{
    Properties
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _OcclusionMap ("Occlusion Map", 2D) = "white" {}
        _AmbientColor ("Ambient Color", Color) = (1, 1, 1, 1)
        _DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
        _SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
        _Shininess ("Shininess", Range(0.03, 1)) = 0.078125
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 viewDir : TEXCOORD3;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NormalMap;
            float4 _NormalMap_ST;
            sampler2D _OcclusionMap;
            float4 _OcclusionMap_ST;
            float4 _AmbientColor;
            float4 _DiffuseColor;
            float4 _SpecularColor;
            float _Shininess;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);

                // Transform normal to world space
                float3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                // Sample normal map
                float3 normalMap = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(v.uv, _NormalMap)));
                worldNormal = normalize(mul(normalMap, (float3x3)unity_WorldToObject));

                // Calculate world position and view direction
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = worldNormal;
                o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);

                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // Sample the texture
                float4 texColor = tex2D(_MainTex, i.uv);

                // Sample the occlusion map
                float occlusion = tex2D(_OcclusionMap, i.uv).r;

                // Initialize lighting
                float4 ambient = _AmbientColor * occlusion;
                float4 diffuse = 0;
                float4 specular = 0;

                // Loop through all lights
                for (int j = 0; j < unity_LightCount; j++)
                {
                    float3 lightDir = normalize(_WorldSpaceLightPos[j].xyz);
                    float4 lightColor = _LightColor[j];

                    // Diffuse lighting
                    float diff = max(dot(i.worldNormal, lightDir), 0.0);
                    diffuse += _DiffuseColor * diff * lightColor;

                    // Specular lighting
                    float3 reflectDir = reflect(-lightDir, i.worldNormal);
                    float spec = pow(max(dot(i.viewDir, reflectDir), 0.0), _Shininess * 128.0);
                    specular += _SpecularColor * spec * lightColor;
                }

                // Combine lighting
                float4 lighting = ambient + diffuse + specular;

                // Apply the interpolated color
                return texColor * lighting;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

总结

通过以上步骤,我们已经实现了一个包含多种高级光照效果的自定义 Shader,包括反射和折射、法线贴图和视差映射、次表面散射以及环境光遮蔽。这些技术可以显著提升材质的真实感和细节表现,使其达到商业化级别的效果。

希望这些示例对你有所帮助!如果你有任何进一步的问题或需要更多的示例,请随时告诉我。

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