Unity在内部使用一张名为_LightTexture0的纹理来计算光源衰减。第一次看到比较懵逼,本着学习的态度,就自己实现一个衰减公式。衰减公式参考龙书:
shader:
Shader "NinCoolShader/MyForwardRendering2"
{
Properties
{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
_fAttenuation0("Attenuation0", Range(0.01, 1.0)) = 0.01
_fAttenuation1("Attenuation1", Range(0.01, 1.0)) = 0.01
_fAttenuation2("Attenuation2", Range(0.01, 1.0)) = 0.01
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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(_Object2World, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed atten = 1.0;
return fixed4(ambient * atten, 1.0);
}
ENDCG
}
Pass
{
Tags{"LightMode" = "ForwardAdd"}
Blend One One
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
float _fAttenuation0;
float _fAttenuation1;
float _fAttenuation2;
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(_Object2World, v.vertex).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 dirVertex2Light = _WorldSpaceLightPos0.xyz - i.worldPos.xyz;
float fDistance = length(dirVertex2Light);
fixed atten = 1.0 / (_fAttenuation0 + _fAttenuation1 * fDistance + pow(_fAttenuation2, 2) * fDistance);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.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((diffuse + specular) * atten, 1.0);
}
ENDCG
}
}
}
这里并不讨论ForwardBase和ForwardAdd的区别以及内置的变量,如果想要了解的可以参考官方文档。