基本光照模型实现-高光反射

高光反射计算公式

Phong模型

cspecular=(clightmspecular)max(0,v^r^)mgloss

r^=l^2(n^l^)n^

Blinn-Phong模型

cspecular=(clightmspecular)max(0,n^h^)mgloss

h^=v^+l^|v^+l^|

源码-逐顶点

Shader "Custom/SpecularVertexLevel" {
    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 color : COLOR;
            };

            v2f vert(a2v v){
                v2f o;

                o.pos = UnityObjectToClipPos(v.vertex);

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

                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 - mul(unity_ObjectToWorld, v.vertex).xyz);

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

                o.color = ambient + diffuse + specular;

                return o;
            }

            fixed4 frag(v2f i): SV_Target{
                return fixed4(i.color, 1.0);
            }

            ENDCG
        }
    }
    FallBack "Speculr"
}

源码-逐像素

Shader "Custom/SpecularPixelLevel" {
    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 * saturate(dot(worldNormal, worldLightDir));

                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }
    FallBack "Speculr"
}

Blin-Phong逐像素

Shader "Custom/BlinnPhong" {
    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 * saturate(dot(worldNormal, worldLightDir));

                //fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));

                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);

                fixed3 halfDir = normalize(worldLightDir + viewDir);

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }
    FallBack "Speculr"
}

效果图

这里写图片描述

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转载自blog.csdn.net/u013933334/article/details/78375999