1.高光反射模型(Phong光照模型)
以下高光反射模型又被称为Phong光照模型
高光反射模型颜色=(入射光线颜色*材质高光反射系数)(max(0,视角方向 * 反射方向)^光滑程度)
其中,
反射方向=光源方向-2 (表面法线 * 光源方向) 表面法线
通常计算反射方向可以用内置函数reflect函数
2.高光反射模型的unityShader实现
与漫反射模型一样,实现方式同样有二,分别在顶点着色器和片元着色器中实现。
2.1在顶点着色器中实现
Shader "Unity Shaders Book/Chapter 6/Specular Vertex-Level" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 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;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
v2f vert(a2v v) {
v2f o;
// Transform the vertex from object space to projection space
o.pos = UnityObjectToClipPos(v.vertex);
// Get ambient term
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// Transform the normal from object space to world space
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// Get the light direction in world space
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
// Compute diffuse term
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
// Get the reflect direction in world space
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
// Get the view direction in world space
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
// Compute specular term
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
2.2 在片元着色器中实现
Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 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;
float3 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
o.pos = UnityObjectToClipPos(v.vertex);
// Transform the normal from object space to world space
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
// Transform the vertex from object spacet to world space
o.worldPos = mul(unity_ObjectToWorld, 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);
// Compute diffuse term
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
// Get the reflect direction in world space
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
// Get the view direction in world space
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// Compute specular term
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
3.高光模型的另一种实现方式:Blinn-Phong光照模型
Blinn-Phong光照模型 引入一个新的向量h替代反射方向,模型如下:
高光反射模型颜色=(入射光线颜色*材质高光反射系数)(max(0,视角方向 * h)^光滑程度)
其中,h=(视角方向+光照方向) / |(视角方向+光照方向)|
4.Blinn-Phong光照模型的实现
修改2.2中片元着色器的计算部分
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);
// Compute diffuse term
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
// Get the view direction in world space
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// Get the half direction in world space
fixed3 halfDir = normalize(worldLightDir + viewDir);
// Compute specular term
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
5.实现效果
从左到右依次为逐顶点高光反射光照模型(Phong)、逐像素高光反射光照模型(Phong),Blinn-Phong光照模型
6.使用Unity内置函数实现Blinn-Phong光照模型
在顶点着色器中
计算法线可以用UnityObjectToWorldNormal方法
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// Use the build-in funtion to compute the normal in world space
//o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
在片元着色器中
注意其中计算光照方向和视角方向的区别
fixed4 frag(v2f i) : SV_Target {
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
// Use the build-in funtion to compute the light direction in world space
// Remember to normalize the result
//fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));
// Use the build-in funtion to compute the view direction in world space
// Remember to normalize the result
//fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}