Shader-Specular(Blinn-Phong)

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


Shader "Unity Shaders Book/Chapter 6/Blinn-Phong Use Built-in Functions" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(1.0, 500)) = 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;
float4 worldPos : TEXCOORD1;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);

// Use the build-in funtion to compute the normal in world space
o.worldNormal = UnityObjectToWorldNormal(v.normal);

o.worldPos = mul(unity_ObjectToWorld, v.vertex);

return o;
}

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

fixed3 worldNormal = normalize(i.worldNormal);
//  Use the build-in funtion to compute the light direction in world space
// Remember to normalize the result
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));

// Use the build-in funtion to compute the view direction in world space
// Remember to normalize the result
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);

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

ENDCG
}

FallBack "Specular"
}

取自《Unity Shader 入门精要》

Blinn-Phong光照模型

Phong光照模型的区别在于:用视角方向与入射光方向的平均值 替代 反射方向

优点在于不用去计算反射方向,在光源和相机比较远的时候计算快一些,视觉效果是高光反射的面积变大变均匀了

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