Shader-Specular

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(1, 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;
// Transform the vertex from object space to projection space
o.pos = UnityObjectToClipPos(v.vertex);

// Transform the normal from object space to world space
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
// Transform the vertex from object spacet to world space
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

return o;
}

fixed4 frag(v2f i) : SV_Target {
// Get ambient term
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

// Compute diffuse term
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));

// Get the reflect direction in world space
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
// Get the view direction in world space
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// Compute specular term
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

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

ENDCG
}

FallBack "Specular"

}


取自《Unity Shader 入门精要》

Phong光照模型

高光发射的公式为:(c_light * m_specular) * pow(max(0, v * r), m_gloss)

c_light 为入射光颜色,m_specular为高光反射颜色,v为视角反向,r为反射方向,m_gloss为高光系数

其中r = 2(N*I)*N - I ,N是法线方向单位向量,I是入射光方向单位向量

高光反射的公式与漫反射类似,只是将“入射光在法线上的投影”改为了“反射光在视角反向上的投影”

 v * r是视角方向与反射方向的夹角的cos值,而使用m_gloss高光系数的意义在于:将这个夹角的cos值按指数倍缩小,cos值越小说明反射方向与视角方向越接近,缩小的倍数就越小(0.1的平方是0.01, 0.01的平方是0.0001),看起来就是反射方向与视角方向越接近的地方,反射的光就约强

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