Cg two-sided per-vertex lighting

Shader "Custom/Cg two-sided per-vertex lighting"
{
   Properties {
      _Color ("Front Material Diffuse Color", Color) = (1,1,1,1) 
      _SpecColor ("Front Material Specular Color", Color) = (1,1,1,1) 
      _Shininess ("Front Material 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 col : COLOR;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 
 
            float3 normalDirection = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).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
                  - mul(modelMatrix, input.vertex).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);
            }
 
            output.col = float4(ambientLighting + diffuseReflection 
               + specularReflection, 1.0);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return input.col;
         }
 
         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 col : COLOR;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 
 
            float3 normalDirection = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).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
                  - mul(modelMatrix, input.vertex).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);
            }
 
            output.col = float4(diffuseReflection 
               + specularReflection, 1.0);
               // no ambient contribution in this pass
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return input.col;
         }
 
         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 col : COLOR;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 
 
            float3 normalDirection = normalize(
               mul(float4(-input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).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
                  - mul(modelMatrix, input.vertex).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);
            }
 
            output.col = float4(ambientLighting + diffuseReflection 
               + specularReflection, 1.0);
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return input.col;
         }
 
         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 col : COLOR;
         };
 
         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;
 
            float4x4 modelMatrix = _Object2World;
            float4x4 modelMatrixInverse = _World2Object; 
 
            float3 normalDirection = normalize(
               mul(float4(-input.normal, 0.0), modelMatrixInverse).xyz);
            float3 viewDirection = normalize(_WorldSpaceCameraPos 
               - mul(modelMatrix, input.vertex).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
                  - mul(modelMatrix, input.vertex).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);
            }
 
            output.col = float4(diffuseReflection 
               + specularReflection, 1.0);
               // no ambient contribution in this pass
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }
 
         float4 frag(vertexOutput input) : COLOR
         {
            return input.col;
         }
 
         ENDCG
      }
 
   }
   Fallback "Specular"
}


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以下是使用One-Sided Selection算法进行欠抽样的示例代码: ```python from collections import Counter import numpy as np from sklearn.neighbors import NearestNeighbors def one_sided_selection(X, y): """ 使用One-Sided Selection算法进行欠抽样 :param X: 特征矩阵 :param y: 标签数组 :return: 欠抽样后的特征矩阵和标签数组 """ # 查看原始类别分布 print('Original dataset shape %s' % Counter(y)) # 计算每个样本到其k个最近邻样本的平均距离 k = 5 neigh = NearestNeighbors(n_neighbors=k+1) neigh.fit(X) dist, _ = neigh.kneighbors(X) avg_dist = np.mean(dist[:, 1:], axis=1) # 将样本按照标签分成两类 X_pos, X_neg = X[y == 1], X[y == 0] avg_dist_pos, avg_dist_neg = avg_dist[y == 1], avg_dist[y == 0] # 选取与少数类样本距离最近的大多数类样本 idx = np.argsort(avg_dist_pos)[:len(X_pos)] X_resampled = np.concatenate((X_pos, X_neg[idx]), axis=0) y_resampled = np.concatenate((np.ones(len(X_pos)), np.zeros(len(X_pos))), axis=0) # 查看欠抽样后的类别分布 print('Resampled dataset shape %s' % Counter(y_resampled)) return X_resampled, y_resampled ``` 使用示例: ```python from sklearn.datasets import make_classification # 生成一个二分类的不平衡数据集 X, y = make_classification(n_samples=10000, n_features=20, n_informative=10, n_redundant=5, n_classes=2, weights=[0.9, 0.1], random_state=42) # 进行欠抽样 X_resampled, y_resampled = one_sided_selection(X, y) ``` 在上述示例中,我们使用了`sklearn`库中的`make_classification`函数生成一个二分类的不平衡数据集,然后使用`NearestNeighbors`类计算每个样本到其k个最近邻样本的平均距离。我们将样本按照标签分成两类,并选取与少数类样本距离最近的大多数类样本进行欠抽样。最后,我们使用`collections`库中的`Counter`函数来查看原始数据集和欠抽样后的数据集的类别分布。
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