光照模型笔记
逐顶点光照 Lambert模型代码
Shader "Unity Shaders Book/Chapter6/Diffuse Vertex-Level"
{
Properties
{
_Diffuse("Diffuse",Color) = (1,1,1,1)
//别加分号
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
//定义Pass在Unity渲染管线中的角色
//定义了正确的LightMode才能获得Unity中一些内置光照变量
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
//记得加分号,此处是应用阶段数据导入顶点着色器Apply to Vert
struct v2f
{
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};
//此处是顶点着色器导出数据同时导入到片元着色器Vert to fragment
//下面是顶点着色器部分
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex); //MVP变换
//lambert公式: C diffuse = (C light · M diffuse) max (0 , n · l)
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//UNITY_LIGHTMODEL_AMBIENT为Unity内置变量,描述环境光
fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
//将着色点法线转换成世界坐标系,方便计算n · l点乘
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
//记录光源位置,本节中假设只有一个光源,若有多光源_WorldSpaceLightPos0会出错
fixed3 diffuse = _LightColor0.rgb + _Diffuse.rgb + saturate(dot(worldNormal,worldLight));
//_Diffuse是属性中定义的,saturate效果等同于公式中的max()
o.color = ambient + diffuse;
//片元颜色 = 环境光颜色 + 计算出来的漫反射颜色
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(i.color, 1.0f);
//这个括号1.0f的作用是啥不是很懂诶,有没有大手子说一下
}
ENDCG
}
}
Fallback "Diffuse"
//将这个shader的回调shader设置为内置的Diffuse
}
逐片元光照 Blinn-Phong模型代码
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Unity Shaders Book/Chapter6/Specular Pixel-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;
o.pos = UnityObjectToClipPos(v.vertex);
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 * (0.5*(worldNormal * worldLightDir) + 0.5);
fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos - _WorldSpaceLightPos0);
fixed3 specular = (_LightColor0.rgb * _Specular) * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
//公式C specular = (C light * M specular) * pow(max(0, r * v) , M gloss)
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
灯光没设置好不知道为什么材质渲染出来全白,阴影是一点都看不见,有没有大手子救一下555