Cg Programming In Unity Lighting Textured Surfaces (Wiki翻译自用)


本教程介绍了带纹理表面的每个顶点照明。

逐顶点纹理化和漫反射照明

在“Textured Spheres”部分中,纹理颜色用作片段着色器的输出。 但是,也可以将纹理颜色用作照明计算中的任何参数,尤其是对于 “漫反射”一节中介绍了漫反射。 它出现在Phong反射模型的漫反射部分中: I d i f f u s e = I i n c o m i n g K d i f f u s e m a x ( 0 , N ⋅ L ) I_{diffuse} = I_{incoming}K_{diffuse}max(0,N·L) Idiffuse=IincomingKdiffusemax(0,NL)

其中此方程式与红色,绿色和蓝色三个颜色分量的材料常数不同。 通过使用纹理确定这些材料常数,它们可以在表面上变化。

Shader Code

与“ Special Highlights”部分中的逐顶点照明相比,此处的顶点着色器计算两种附加输出颜色:diffuseColorspecularColor,它们使用语义TEXCOORD1TEXCOORD2

参数diffuseColor与片段着色器中的纹理颜色相乘,而specularColor只是镜面反射项,不应与纹理颜色相乘。 这完全有道理,但出于历史原因(即功能较弱的较旧图形硬件)有时被称为“单独的镜面颜色”; 实际上,Unity的ShaderLab有一个名为“ SeparateSpecular”的选项可以激活或停用它。

注意,这里包括了一个_Color属性,它被(逐个分量地)乘以diffuseColor的所有部分。 因此,它可作为有用的滤色器来着色或着色纹理颜色。 此外,必须使用具有此名称的属性才能使后备着色器起作用(另请参见“漫反射”部分中的后备着色器的讨论)。

Shader "Cg per-vertex lighting with texture" {
   Properties {
      _MainTex ("Texture For Diffuse Material Color", 2D) = "white" {} 
      _Color ("Overall Diffuse Color Filter", Color) = (1,1,1,1)
      _SpecColor ("Specular Material Color", Color) = (1,1,1,1) 
      _Shininess ("Shininess", Float) = 10
   }
   SubShader {
      Pass {    
         Tags { "LightMode" = "ForwardBase" } 
            // pass for ambient light and first light source
 
         CGPROGRAM
 
         #pragma vertex vert  
         #pragma fragment frag
 
         #include "UnityCG.cginc" 
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")
 
         // User-specified properties
         uniform sampler2D _MainTex;    
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
 
         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 texcoord : TEXCOORD0;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 tex : TEXCOORD0;
            float3 diffuseColor : TEXCOORD1;
            float3 specularColor : TEXCOORD2;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = unity_ObjectToWorld;
            float4x4 modelMatrixInverse = unity_WorldToObject; 
 
            float3 normalDirection = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).xyz);
            float3 lightDirection;
            float attenuation;
 
            if (0.0 == _WorldSpaceLightPos0.w) // directional light?
            {
               attenuation = 1.0; // no attenuation
               lightDirection = normalize(_WorldSpaceLightPos0.xyz);
            } 
            else // point or spot light
            {
               float3 vertexToLightSource = _WorldSpaceLightPos0.xyz
                  - mul(modelMatrix, input.vertex).xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }
 
            float3 ambientLighting = 
               UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
 
            float3 diffuseReflection = 
               attenuation * _LightColor0.rgb * _Color.rgb
               * max(0.0, dot(normalDirection, lightDirection));
 
            float3 specularReflection;
            if (dot(normalDirection, lightDirection) < 0.0) 
               // light source on the wrong side?
            {
               specularReflection = float3(0.0, 0.0, 0.0); 
                  // no specular reflection
            }
            else // light source on the right side
            {
               specularReflection = attenuation * _LightColor0.rgb 
                  * _SpecColor.rgb * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _Shininess);
            }
 
            output.diffuseColor = ambientLighting + diffuseReflection;
            output.specularColor = specularReflection;
            output.tex = input.texcoord;
            output.pos = UnityObjectToClipPos(input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return float4(input.specularColor +
               input.diffuseColor * tex2D(_MainTex, input.tex.xy),
               1.0);
         }
 
         ENDCG
      }
 
      Pass {    
         Tags { "LightMode" = "ForwardAdd" } 
            // pass for additional light sources
         Blend One One // additive blending 
 
         CGPROGRAM
 
         #pragma vertex vert  
         #pragma fragment frag 
 
         #include "UnityCG.cginc" 
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")
 
         // User-specified properties
         uniform sampler2D _MainTex;    
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
 
         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 texcoord : TEXCOORD0;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 tex : TEXCOORD0;
            float3 diffuseColor : TEXCOORD1;
            float3 specularColor : TEXCOORD2;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = unity_ObjectToWorld;
            float4x4 modelMatrixInverse = unity_WorldToObject;
 
            float3 normalDirection = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).xyz);
            float3 lightDirection;
            float attenuation;
 
            if (0.0 == _WorldSpaceLightPos0.w) // directional light?
            {
               attenuation = 1.0; // no attenuation
               lightDirection = normalize(_WorldSpaceLightPos0.xyz);
            } 
            else // point or spot light
            {
               float3 vertexToLightSource = _WorldSpaceLightPos0.xyz
                  - mul(modelMatrix, input.vertex).xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }
 
            float3 diffuseReflection = 
               attenuation * _LightColor0.rgb * _Color.rgb
               * max(0.0, dot(normalDirection, lightDirection));
 
            float3 specularReflection;
            if (dot(normalDirection, lightDirection) < 0.0) 
               // light source on the wrong side?
            {
               specularReflection = float3(0.0, 0.0, 0.0); 
                  // no specular reflection
            }
            else // light source on the right side
            {
               specularReflection = attenuation * _LightColor0.rgb 
                  * _SpecColor.rgb * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _Shininess);
            }
 
            output.diffuseColor = diffuseReflection; // no ambient
            output.specularColor = specularReflection;
            output.tex = input.texcoord;
            output.pos = UnityObjectToClipPos(input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return float4(input.specularColor +
               input.diffuseColor * tex2D(_MainTex, input.tex.xy),
               1.0);
         }
 
         ENDCG
      }
   }
   Fallback "Specular"
}

为了将纹理图像分配给此着色器,应遵循“Textured Spheres”一节中讨论的步骤。

总结

本节中,我们研究了:

  • 纹理和逐顶点照明通常是如何结合的
  • 什么是“单独的镜面反射颜色”
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