漫反射计算公式
兰伯特模型
cdiffuse=(clight⋅mdiffuse)max(0,n^⋅l^)
半兰伯特模型
cdiffuse=(clight⋅mdiffuse)(α(n^⋅l^)+β)
源码-逐顶点
Shader "Custom/DiffuseVertexLevel" {
Properties {
_Diffuse("Diffuse",Color) = (1,1,1,1)
}
SubShader {
Pass{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 color:COLOR;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
o.color = ambient + diffuse;
return o;
}
fixed4 frag(v2f i):SV_Target{
return fixed4(i.color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
源码-逐像素
Shader "Custom/DiffusePixelLevel" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormal:TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLight));
fixed3 color = ambient + diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
半兰伯特-逐像素
Shader "Custom/DiffuseHalfLambert" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormal:TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 halfLambert = dot(worldNormal,worldLight) * 0.5 + 0.5;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * halfLambert;
fixed3 color = ambient + diffuse;
return fixed4(color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}