Unity Shader——高光反射光照模型

学习Unity Shader入门精要的记录。

逐顶点的高光反射光照模型。

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Myshader/Chapter6/SpecularVertex_Level"
{
	Properties{
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
		SubShader{
		Pass{
		Tags{"LightMode" = "ForwardBase"}

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "Lighting.cginc"

		fixed4 _Diffuse;
		fixed4 _Specular;
		float _Gloss;

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

		struct v2f {
			float4 pos : SV_POSITION;
			fixed3 color : COLOR;
		};
		v2f vert(a2v v) {
			v2f o;
			//模型坐标系到投影坐标系
			o.pos = UnityObjectToClipPos(v.vertex);
			//获得环境光
			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
			//法线从模型坐标到世界坐标
			fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
			//获得光的方向
			fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

			//mafanshe
			fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));
			//获得反射方向
			fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
			//获得观察方向
			fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
			//计算高光
			fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

			o.color = ambient + diffuse + specular;

			return o;
		}
		fixed4 frag(v2f i) :SV_Target{
			return fixed4(i.color,1.0);
		}
			ENDCG
		}
	}
}

逐像素的高光反射光照模型

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

Shader "Myshader/Chapter6/SpecularPixel_Level"
{
	Properties{
		_Diffuse("Diffuse",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
		SubShader{
		Pass{
		Tags{"LightMode" = "ForwardBase"}

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "Lighting.cginc"

		fixed4 _Diffuse;
		fixed4 _Specular;
		float _Gloss;

		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;
			//模型坐标系到投影坐标系
			o.pos = UnityObjectToClipPos(v.vertex);
			//法线从模型坐标到世界坐标
			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*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));
			fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
			fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
			fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

			return fixed4(ambient+diffuse+specular,1.0);
		}
			ENDCG
		}
	}
}

 Blinn-Phong光照模型

Shader "Myshader/Chapter6/BlinnPhong"
{
	Properties{
		 _Diffuse("Diffuse",Color) = (1,1,1,1)
		 _Specular("Specular",Color) = (1,1,1,1)
		 _Gloss("Gloss",Range(8.0,256)) = 20
	}
		SubShader{
		Pass{
		Tags{"LightMode" = "ForwardBase"}

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "Lighting.cginc"

		fixed4 _Diffuse;
		fixed4 _Specular;
		float _Gloss;

		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;
			//模型坐标系到投影坐标系
			o.pos = UnityObjectToClipPos(v.vertex);
			//法线从模型坐标到世界坐标
			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*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));
			fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
			fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
			fixed3 halfDir = normalize(worldLightDir + viewDir);
			fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, halfDir)), _Gloss);

			return fixed4(ambient + diffuse + specular,1.0);
		}
			ENDCG
		}
	}
}

对比图:

从左往右一次是Blinn-Phong,逐像素,逐顶点。

 

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