- Blinn光照模型
- cosθ= dot(reflectDir, viewDir)
- 直射光 Specular = 直射光 * pow( max(cosθ,0),10) θ:是反射光方向和视野方向的夹角 10可以控制高光的范围参数越小范围越大
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "LXC/07 Specular Vertex" { Properties{ _Diffuse("Diffuse Color",Color) = (1,1,1,1) } SubShader { Pass{ Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #include "Lighting.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Diffuse; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; }; struct v2f { float4 position:SV_POSITION; fixed3 color : COLOR0; }; v2f vert(a2v v) { v2f f; f.position = UnityObjectToClipPos(v.vertex); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb; fixed3 normalDir = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir, lightDir), 0)*_Diffuse.rgb; //高光反射 //反射光的方向 fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光 //视野方向 fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置 fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), 5); f.color = diffuse + ambient + specular; return f; } fixed4 frag(v2f f) :SV_Target{ return fixed4(f.color,1); } ENDCG } } Fallback "Diffuse" }
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扩展控制高光范围
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "LXC/07 Specular Vertex" { Properties{ _Diffuse("Diffuse Color",Color) = (1,1,1,1) _Gloss("Gloss",Range(8,200)) = 10 } SubShader { Pass{ Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #include "Lighting.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Diffuse; half _Gloss; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; }; struct v2f { float4 position:SV_POSITION; fixed3 color : COLOR0; }; v2f vert(a2v v) { v2f f; f.position = UnityObjectToClipPos(v.vertex); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb; fixed3 normalDir = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir, lightDir), 0)*_Diffuse.rgb; //高光反射 //反射光的方向 fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光 //视野方向 fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置 fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss); f.color = diffuse + ambient + specular; return f; } fixed4 frag(v2f f) :SV_Target{ return fixed4(f.color,1); } ENDCG } } Fallback "Diffuse" }
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控制高光颜色
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "LXC/07 Specular Vertex" { Properties{ _Diffuse("Diffuse Color",Color) = (1,1,1,1) _Gloss("Gloss",Range(8,200)) = 10 //控制高光颜色 _Specular("Specular Color",Color)=(1,1,1,1) } SubShader { Pass{ Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #include "Lighting.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Diffuse; half _Gloss; fixed4 _Specular; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; }; struct v2f { float4 position:SV_POSITION; fixed3 color : COLOR0; }; v2f vert(a2v v) { v2f f; f.position = UnityObjectToClipPos(v.vertex); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb; fixed3 normalDir = normalize(mul(v.normal, (float3x3)unity_WorldToObject)); fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 diffuse = _LightColor0.rgb * max(dot(normalDir, lightDir), 0)*_Diffuse.rgb; //高光反射 //反射光的方向 fixed3 reflectDir = normalize(reflect(-lightDir, normalDir)); //reflect计算反射光 //视野方向 fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(v.vertex, unity_WorldToObject).xyz); //_WorldSpaceCameraPos相机位置,vertex当前点的位置 fixed3 specular = _LightColor0.rgb * pow(max(dot(reflectDir, viewDir), 0), _Gloss) * _Specular.rgb; f.color = diffuse + ambient + specular; return f; } fixed4 frag(v2f f) :SV_Target{ return fixed4(f.color,1); } ENDCG } } Fallback "Diffuse" }
Shader-高光反射(顶点实现);控制高光范围;控制高光颜色
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转载自blog.csdn.net/qq_42459006/article/details/84110116
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