Cg Programming/Unity/Two-Sided Smooth Surfaces双面平滑曲面

这里写图片描述
本教程涵盖了双面逐像素光照(也就是双面Phong着色)。
在这里我们会把章节“平滑镜面高光”中讨论的逐像素光照跟章节“双面曲面”中讨论的双面光照结合起来。

着色器代码

章节“平滑镜面高光”中的代码所需的更改如下:背面材质的新属性,复制一份有前面剔除的通道,再复制一份有背面剔除的通道,以及为背面的渲染准备负向表面法向量。实际上非常简单,代码如下:

Shader "Cg two-sided per-pixel lighting" {
   Properties {
      _Color ("Diffuse Material Color", Color) = (1,1,1,1) 
      _SpecColor ("Specular Material Color", Color) = (1,1,1,1) 
      _Shininess ("Shininess", Float) = 10
      _BackColor ("Back Material Diffuse Color", Color) = (1,1,1,1) 
      _BackSpecColor ("Back Material Specular Color", Color) 
         = (1,1,1,1) 
      _BackShininess ("Back Material Shininess", Float) = 10
   }
   SubShader {
      Pass {    
         Tags { "LightMode" = "ForwardBase" } 
            // pass for ambient light and first light source
         Cull Back // render only front faces

         CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
         uniform float4 _BackColor; 
         uniform float4 _BackSpecColor; 
         uniform float _BackShininess;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
         };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.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 - input.posWorld.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);
            }

            return float4(ambientLighting + diffuseReflection 
               + specularReflection, 1.0);
         }

         ENDCG
      }

      Pass {    
         Tags { "LightMode" = "ForwardAdd" } 
            // pass for additional light sources
         Blend One One // additive blending 
         Cull Back // render only front faces

         CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
         uniform float4 _BackColor; 
         uniform float4 _BackSpecColor; 
         uniform float _BackShininess;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
         };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.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 - input.posWorld.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);
            }

            return float4(diffuseReflection 
               + specularReflection, 1.0);
               // no ambient lighting in this pass
         }

         ENDCG
      }

      Pass {    
         Tags { "LightMode" = "ForwardBase" } 
            // pass for ambient light and first light source
         Cull Front // render only back faces

         CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
         uniform float4 _BackColor; 
         uniform float4 _BackSpecColor; 
         uniform float _BackShininess;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
         };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(-input.normal, 0.0), modelMatrixInverse).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.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 - input.posWorld.xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }

            float3 ambientLighting = 
               UNITY_LIGHTMODEL_AMBIENT.rgb * _BackColor.rgb;

            float3 diffuseReflection = 
               attenuation * _LightColor0.rgb * _BackColor.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 
                  * _BackSpecColor.rgb * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _BackShininess);
            }

            return float4(ambientLighting + diffuseReflection 
               + specularReflection, 1.0);
         }

         ENDCG
      }

      Pass {    
         Tags { "LightMode" = "ForwardAdd" } 
            // pass for additional light sources
         Blend One One // additive blending 
         Cull Front // render only back faces

         CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;
         uniform float4 _BackColor; 
         uniform float4 _BackSpecColor; 
         uniform float _BackShininess;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
         };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
         };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(-input.normal, 0.0), modelMatrixInverse).xyz);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.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 - input.posWorld.xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }

            float3 diffuseReflection = 
               attenuation * _LightColor0.rgb * _BackColor.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 
                  * _BackSpecColor.rgb * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _BackShininess);
            }

            return float4(diffuseReflection 
               + specularReflection, 1.0);
               // no ambient lighting in this pass
         }

         ENDCG
      }

   }
   Fallback "Specular"
}

总结

恭喜你完成了本教程。我们学习了:

  • 双曲面表面如何用逐像素光照绘制。

深入阅读

如果你想了解地更多:

  • 关于单面逐像素光照的着色器版本,你应该阅读章节“平滑镜面高光”。
  • 关于双面逐像素光照的着色器版本,你应该阅读章节“双面曲面”。
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