【Unity】ShaderLab-2_3-基础光照模型-高光反射

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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转载自blog.csdn.net/qq_33479009/article/details/80518401