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。