漫反射 ShaderLab 实现
- 逐顶点漫反射 Phong模型
- 逐像素漫反射 Phong模型
- 逐像素漫反射 Blinn Phong模型
/**********
*
* 作者 : Quaye
* 时间 : 2018.05.30
*
* 描述 : 逐顶点高光反射 Phong 模型
**/
Shader "Quaye/_SpecularVertexLevel"
{
Properties
{
_Diffuse("Diffuse",Color) = (1.0,1.0,1.0,1.0)
_Specular("Specular",Color) = (1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(8.0,256)) = 2
}
SubShader
{
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 pos : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 color : Color;
};
// Phong 模型公式: C_specular = (C_light*M_specular)pow(max(0,v·r),M_glass)
v2f vert (a2v v)
{
v2f o ;
o.pos = UnityObjectToClipPos(v.pos);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize( mul((float3x3)unity_ObjectToWorld,v.normal));
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-o.pos.xyz);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(viewDir,worldLightDir)),_Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag (v2f i):SV_TARGET
{
return fixed4(i.color,1.0);
}
ENDCG
}
}
}
/**********
*
* 作者 : Quaye
* 时间 : 2018.05.30
*
* 描述 : 逐像素高光反射 Phong 模型
**/
Shader "Quaye/_SpecularPixelLevel"
{
Properties
{
_Diffuse("Diffuse",Color) = (1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Glosses("Glosses",Range(8,256)) = 20
}
SubShader
{
Pass
{
Tags{"LIGHTMODE" = "FORWARDBASE"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Glosses;
struct a2v
{
float4 pos : 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.pos);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.pos).xyz;
return o;
}
// Phong 模型公式: C_specular = (C_light*M_specular)pow(max(0,v·r),M_glass)
fixed4 frag(v2f f):SV_TARGET
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 worldNormal = normalize(f.worldNormal);
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 - f.worldPos.xyz);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Glosses);
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
}
/**********
*
* 作者 : Quaye
* 时间 : 2018.05.30
*
* 描述 : 逐像素高光反射 Blinn Phong 模型
**/
Shader "Quaye/_SpecularPixelLevelBlinn"
{
Properties
{
_Diffuse("Diffuse",Color) = (1.0,1.0,1.0,1.0)
_Specular("Specular",Color)=(1.0,1.0,1.0,1.0)
_Glosses("Glosses",Range(8,256)) = 20
}
SubShader
{
Pass
{
Tags{"LIGHTMODE" = "FORWARDBASE"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Glosses;
struct a2v
{
float4 pos : 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.pos);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.pos).xyz;
return o;
}
// Blinn Phong 模型公式 :C_specular = (C_light*M_specular)pow(max(0,v·h),M_glass)
fixed4 frag(v2f f):SV_TARGET
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
fixed3 worldNormal = normalize(f.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal,worldLightDir));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - f.worldPos.xyz);
fixed3 h = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,h)),_Glosses);
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
}
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