Unity shader 高光

参考<unity shader编程精要>

_Gloss越大高光区域越小

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "MyShader/Specular/SpecularVertexLevel"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_SpecularColor("SpecularColor", color) = (1,1,1,1)//材质高光反射颜色
		_DiffuseColor("DiffuseColor", color) = (1,1,1,1)//材质漫反射颜色
		_Gloss("Gloss", Range(8,256)) = 8
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
			Tags{"LightMode" = "ForwardBase"}

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"
			#include "Lighting.cginc"

            struct a2v
            {
                float4 vertex : POSITION;
				float3 normal : Normal;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
				fixed3 color : COLOR;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
			fixed4 _SpecularColor;
			fixed4 _DiffuseColor;
			float _Gloss;

            v2f vert (a2v v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
				
				fixed3 worldNormal = normalize( mul( v.normal , (float3x3)unity_WorldToObject )  );
				fixed3 wolrdLightDir = normalize(_WorldSpaceLightPos0.xyz);
				//fixed3 reflectWorldDir = normalize(-wolrdLightDir.xyz - 2.0 * (dot(worldNormal.xyz,-wolrdLightDir.xyz))*worldNormal.xyz);
				fixed3 reflectWorldDir = normalize(reflect(-wolrdLightDir, worldNormal));
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);

				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT;
				fixed3 diffuse = _LightColor0.rgb*_DiffuseColor.rgb*saturate(dot(worldNormal,wolrdLightDir));
				fixed3 specular = _LightColor0.rgb*_SpecularColor.rgb*pow(saturate(dot(viewDir, reflectWorldDir)), _Gloss);
				
				          /*环境光   漫反射    镜面反射  */
				o.color = ambient + diffuse + specular;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = fixed4( i.color , 1);
                return col;
            }
            ENDCG
        }
    }
}

 

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "MyShader/Specular/SpecularPixLevel"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_DiffuseColor( "DiffuseColor", color) = (1,1,1,1)
		_SpecularColor("SpecularColor", color) = (1,1,1,1)
		_Gloss("Gloss", Range(8,256)) = 8
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
			Tags{ "LightMode" = "ForwardBase"}

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"
			#include "Lighting.cginc"

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : Normal;
            };

            struct v2f
            {
				float3 worldNormal : TEXCOORD0;
				float3 worldPos : TEXCOORD1;
                float4 pos : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
			fixed4 _DiffuseColor;
			fixed4 _SpecularColor;
			float _Gloss;
 
            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

				fixed3 diffuse = _LightColor0.rgb*_DiffuseColor.rgb*saturate(dot(worldNormal, worldLightDir));

				fixed3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				fixed3 worldReflectDir = normalize( reflect(-worldLightDir, worldNormal) );
				
				fixed3 specular = _LightColor0.rgb*_SpecularColor.rgb* pow(saturate(dot(worldReflectDir, worldViewDir)), _Gloss);
			
				return  fixed4( ambient + diffuse + specular, 1.0);
            }
            ENDCG
        }
    }
}

 

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