菲涅尔效果:光线照射到物体表面时,一部分光发生反射,一部分光进入物体内部发生折射或者散射。
Schlick菲涅尔近似等式:
Empricial菲涅耳近似等式:
v是视角方向,n是法线,bias、scale、power是控制项。
Shader "Custom/12"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_FresnelScale("Fresnel Scale",Range(0,1)) = 0.5
_Cubemap("reflection Cubemap",Cube) = "_Skybox"{}
}
SubShader
{
Tags{"RenderType" = "Opaque" "Queue" = "Geometry"}
pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
fixed _FresnelScale;
samplerCUBE _Cubemap;
struct a2v
{
fixed4 vertex : POSITION;
fixed3 normal : NORMAL;
};
struct v2f
{
fixed4 pos : SV_POSITION;
fixed3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
fixed3 worldRefl : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
o.worldRefl = reflect(-o.worldViewDir,o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 viewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Color.rgb;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 reflection = texCUBE(_Cubemap,i.worldRefl).rgb;
fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(viewDir , worldNormal),5);
fixed3 diffuse = _LightColor0.rgb * _Color.rgb * max(0,dot(worldNormal,lightDir));
fixed3 color = ambient + lerp(diffuse,reflection,saturate(fresnel)) * atten;
return fixed4 (color,1.0);
}
ENDCG
}
}
FallBack "Reflective/VertexLit"
}
fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(viewDir , worldNormal),5);
此处单纯混合了漫反射和反射。