Phong高光反射(逐顶点)
Shader "MyShader/phong"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
_Specular("specular",Color) = (1,1,1,1)
_Gloss("gloss",Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
float4 _Diffuse;
float4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex:SV_POSITION;
fixed3 color : Color;
};
v2f vert (appdata_base v)
{
v2f o;
//漫反射
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldLight = normalize(_WorldSpaceLightPos0);
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLight));
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
//phong高光反射
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos - UnityObjectToWorldDir(v.vertex));
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir, viewDir)), _Gloss);
o.color = diffuse + ambient + specular;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
}
Phong高光反射(逐片元)
Shader "MyShader/phong2"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
_Specular("specular",Color) = (1,1,1,1)
_Gloss("gloss",Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
fixed4 _Diffuse;
float4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldNormal:NORMAL;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 diffuse = _Diffuse.rgb*_LightColor0.rgb*saturate(dot(worldLight, i.worldNormal));
float3 reflectDir = normalize(reflect(-worldLight, i.worldNormal));
float3 viewDir = normalize(_WorldSpaceCameraPos - UnityObjectToWorldDir(i.vertex));
float3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(reflectDir, viewDir)), _Gloss);
float3 temp = diffuse + ambient + specular;
return fixed4(temp, 1);
}
ENDCG
}
}
}
Blinn Phong高光反射
Shader "MyShader/phong3"
{
Properties
{
_Diffuse("diffuse",Color) = (1,1,1,1)
_Specular("specular",Color) = (1,1,1,1)
_Gloss("gloss",Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
fixed4 _Diffuse;
float4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldNormal:NORMAL;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//环境光
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
//漫反射
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 diffuse = _Diffuse.rgb*_LightColor0.rgb*saturate(dot(worldLight, i.worldNormal));
//blinn Phong高光反射
//float3 reflectDir = normalize(reflect(-worldLight, i.worldNormal));
float3 viewDir = normalize(_WorldSpaceCameraPos - UnityObjectToWorldDir(i.vertex));
float3 halfDir = normalize(_WorldSpaceLightPos0.xyz + viewDir);
float3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(halfDir, i.worldNormal)), _Gloss);
float3 temp = diffuse + ambient + specular;
return fixed4(temp, 1);
}
ENDCG
}
}
}