Phong着色模型:
包括元素:
自发光(emissive)
漫反射(diffuse)
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
反射(specular)
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
环境光(ambient)
Bling-Phong模型:
反射模型时候将光线与视线的夹角改成计算反射光与法线的夹角:
半角向量:
表示了光线的衰减为半径平方的倒数
注:无论是Bling-Phong 还是phong模型,都没有计算菲涅尔效应(当光线与所看物体表面接近平行时,反射率会增强)
菲涅尔公式:
一般在图形学中,会简化此公式,或使用粗略相等的公式替代
实现:(源码文章后面)
第一步:计算漫反射
逐顶点计算:具有明显的棱角
逐像素计算:更光滑一些
Diffuse效果
Specular效果
逐顶点高光:(具有明显的棱角)
Shader "Custom/Chapter6/SpecularVertexLevel"
{
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;
o.pos = UnityObjectToClipPos(v.vertex);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//Transfrom the normal from object space to world space;
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
//get the lightdirection from world space
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 - mul(unity_ObjectToWorld, v.vertex).xyz);
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
}
}
FallBack "Diffuse"
}
逐像素高光:
Shader "Custom/Chapter6/SpecularPixelLevel"
{
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;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(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;
//Transfrom the normal from object space to world space;
fixed3 worldNormal = normalize(i.worldNormal);
//get the lightdirection from world space
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);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
return fixed4(ambient +diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
Bling-Phong模型:
Shader "Custom/Chapter6/BlingPhong"
{
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;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(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;
//Transfrom the normal from object space to world space;
fixed3 worldNormal = normalize(i.worldNormal);
//get the lightdirection from world space
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);
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 "Diffuse"
}
参考:
GAMES101: 现代计算机图形学入门sites.cs.ucsb.edu/~lingqi/teaching/games101.html
Unity shader 入门精要 BY 冯乐乐