Shader-漫反射(像素实现)半兰伯特计算

  • 半兰伯特光照模型
  • Diffuse = 直射光颜色 *( cosθ *0.5 +0.5)
  • 兰伯特光照模型(漫反射)
  • Diffuse = 直射光颜色 * max(0,cos夹角(光和法线的夹角) )  cosθ = 光方向· 法线方向
  • // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
    
    Shader "LXC/06 Diffuse Fragment HalfLambert"
    {
    	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 worldNormalDir : COLOR0;
    	};
    
    	v2f vert(a2v v) {
    		v2f f;
    		f.position = UnityObjectToClipPos(v.vertex);
    		f.worldNormalDir = mul(v.normal, (float3x3) unity_WorldToObject);
    		return f;
    	}
    
    
    	fixed4 frag(v2f f) :SV_Target{
    		fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
    	fixed3 normalDir = normalize(f.worldNormalDir);	
    	fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
    	//半兰伯特公式
    	float halfLambert = dot(normalDir, lightDir) * 0.5 + 0.5;
    	fixed3 diffuse = _LightColor0.rgb * halfLambert *_Diffuse.rgb;
    	fixed3 tempColor = diffuse + ambient;
    	return fixed4(tempColor,1);
    	}
    		ENDCG
    	}
    	}
    		Fallback "Diffuse"	
    }

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转载自blog.csdn.net/qq_42459006/article/details/84109556