【Shader】Forward Rendering处理多光源


Shader "Forward Rendering" {
    Properties {
        _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" }

        Pass {
            // Pass for ambient light & first pixel light (directional light)
            Tags { "LightMode"="ForwardBase" }

            CGPROGRAM

            // Apparently need to add this declaration 
            // #pragma multi_compile_fwdbase    

            #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;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
                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);
            }

            ENDCG
        }

        Pass {
            // Pass for other pixel lights
            Tags { "LightMode"="ForwardAdd" }

            Blend One One

            CGPROGRAM

            // Apparently need to add this declaration
            #pragma multi_compile_fwdadd

            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "AutoLight.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;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                return o;
            }

            // 不在需要环境光的叠加,在BasePass中已经计算过环境光的影响了,多次叠加会导致色彩异常
            fixed4 frag(v2f i) : SV_Target {
                fixed3 worldNormal = normalize(i.worldNormal);
                #ifdef USING_DIRECTIONAL_LIGHT
                    // 平行光直接可获取到 顶点到灯光的方向
                    fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
                #else
                    // 如果是其他类型的灯光还需要进一步手动计算
                    fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz);
                #endif

                // 1.漫反射
                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
                fixed3 halfDir = normalize(worldLightDir + viewDir);
                // 2.高光反射
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);

                // 3.计算光照衰减 attenuation
                #ifdef USING_DIRECTIONAL_LIGHT
                    fixed atten = 1.0;
                #else
                    #if defined (POINT)
                        // 计算顶点到光源的 光源空间位置 【注意:是unity_WorldToLight】
                        float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz;
                        // _LightTexture0用来计算光照衰减,如果用了cookie,需要使用_LightTextureB0来计算
                        fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
                    #elif defined (SPOT)
                        float4 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1));
                        fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;
                    #else
                        fixed atten = 1.0;
                    #endif
                #endif

                return fixed4((diffuse + specular  ) * atten, 1.0);
            }

            ENDCG
        }
    }
    FallBack "Specular"
}
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