Unity Shader学习-高光反射

 Phong高光反射公式:specular = 环境光颜色* 高光颜色* pow(max(0,cos\theta),高光系数);

\theta为反射光和视线方向的夹角

下面给出顶点Phong高光反射的代码:

Shader "Unlit/008"
{
	Properties
	{
		_Diffuse("Diffuse", Color) = (1,1,1,1)
		_Specular("Specular", Color) = (1,1,1,1)
		_Gloss("Gloss", Range(1,256)) = 5
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct v2f
			{
				float4 vertex : SV_POSITION;
				fixed3 color: Color;
			};

			v2f vert (appdata_base v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				//漫反射
				fixed3 worldPos = mul(unity_ObjectToWorld, v.vertex);
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldLight = UnityWorldSpaceLightDir(worldPos);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal,worldLight));
				
				//高光反射
				fixed3 reflectDir = normalize(reflect(-worldLight,worldNormal));//求反射光
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));//获得视野向量
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(reflectDir,viewDir)),_Gloss);
				//_LightColor0.rgb环境光颜色
				//_Specular.rgb高光颜色
				//_Gloss 高光反射系数
				o.color = diffuse + ambient + specular;
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				return fixed4(i.color,1);
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}

下面给出效果图: 

 下面给出片元Phong高光反射代码:

Shader "Unlit/009"
{
   Properties
	{
		_Diffuse("Diffuse", Color) = (1,1,1,1)
		_Specular("Specular", Color) = (1,1,1,1)
		_Gloss("Gloss", Range(1,256)) = 5
	}

	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct v2f
			{
				float4 vertex : SV_POSITION;
				fixed3 worldNormal: TEXCOORD0;
				float3 worldPos: TEXCOORD1;
			};

			v2f vert (appdata_base v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
				o.worldNormal = worldNormal;
				o.worldPos =  mul(unity_ObjectToWorld, v.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				//漫反射
				fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0,dot(worldLightDir,i.worldNormal));

				//高光反射
				fixed3 reflectDir = normalize(reflect(-worldLightDir,i.worldNormal));  //反射光方向
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));//视角方向
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
				
				fixed3 color = ambient + diffuse + specular;
				return fixed4(color,1);
			}
			ENDCG
		}
	}
}

效果图:

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转载自blog.csdn.net/m0_53377876/article/details/130530569