Unity 镜面反射

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一、公式
specuColor = Kd*_LightColor0*pow(max(R·V 0), _Shininess);
Kd–环境光颜色、顶点颜色、点光源的距离衰减
_LightColor0–光源颜色
R·V–反射光向量 · 观察向量
这里写图片描述

二、逐顶点着色(古罗着色)

Shader "Custom/MySpecular_Vertex"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Bright("Bright",Float) = 2
        _Shininess("Shininess",Float) = 10
    }

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


        Pass
        {
            Tags{ "LightMode" = "ForwardBase" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            uniform float _Shininess;
            uniform float _Bright;
            uniform sampler2D _MainTex;


            struct appdata
            {
                float4 vertex:POSITION;
                float2 texcoord:TEXCOORD0;
                half3 normal:NORMAL;
            };

            struct v2f
            {
                float4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                fixed4 difColor : COLOR0;
                fixed4 specuColor : COLOR1;
            };


            v2f vert(in appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord;
                float3 vertexWorldPos = mul(unity_ObjectToWorld, v.vertex);
                float3 N = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));//法线
                float3 L;//入射光方向
                float atten;//点光源的距离衰减系数
                if (_WorldSpaceLightPos0.w == 0)//_WorldSpaceLightPos0:平行光: (world space direction, 0);
                {
                    L = normalize(_WorldSpaceLightPos0);
                    atten = 1;
                }
                else //_WorldSpaceLightPos0: 其他光: (world space position, 1).
                {
                    float3 light2Vertex = _WorldSpaceLightPos0 - vertexWorldPos;
                    L = normalize(light2Vertex);
                    float Length = length(light2Vertex);
                    atten = 1 / Length;
                }
                float Kd = atten*_Bright/**UNITY_LIGHTMODEL_AMBIENT*/;
                //计算入射光和法线的夹角的余弦值,并剔除小于零的值(小于0的值相当于从物体的背面向物体表面照射,没有物理意义)
                float cos = max(dot(N, L), 0);
                fixed4 difColor = Kd*_LightColor0 *cos;//漫反射光的颜色


                //镜面反射
                float3 R = reflect(-L, N);
                float3 V= normalize(_WorldSpaceCameraPos - vertexWorldPos);
                fixed4 specuColor = Kd* _LightColor0*pow(max(dot(R, V), 0), _Shininess);
                o.difColor = difColor;
                o.specuColor = specuColor;

                return o;
            }

            fixed4 frag(in v2f i) :SV_Target
            {
                fixed4 col;
                //纹理采样
                col = tex2D(_MainTex, i.uv);
                col *= i.difColor;
                col += i.specuColor;
                return col;
            }
            ENDCG
        }
    }
}

三、逐像素着色(冯式着色)

Shader "Custom/MySpecular_Fragment"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _Bright("Bright",Float) = 2
        _Shininess("Shininess",Float) = 10
    }



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

        Pass
       {
            Tags{ "LightMode" = "ForwardBase" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"


            uniform float _Shininess;
            uniform float _Bright;
            uniform sampler2D _MainTex;

            struct appdata
            {
                float4 vertex:POSITION;
                float2 texcoord:TEXCOORD0;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                float3 normalDir:TEXCOORD1;
                float3 worldPos:TEXCOORD2;
            };

            v2f vert(in appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord;
                o.normalDir = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
                o.worldPos = mul((float3x3)unity_ObjectToWorld, v.vertex);
                return o;
            }

            fixed4 frag(in v2f i) :SV_Target
            {
                fixed4 col;
            col = tex2D(_MainTex, i.uv);
            float3 N = normalize(i.normalDir);
            float3 L;
            float atten;
            if (_WorldSpaceLightPos0.w == 0)
            {
                L = normalize(_WorldSpaceLightPos0);
                atten = 1;
            }
            else
            {
                float3 light2Vertex = _WorldSpaceLightPos0 - i.worldPos;
                L = normalize(light2Vertex);
                float Length = length(light2Vertex);
                atten = 1 / Length;
            }
            float Kd = atten*_Bright;
            float4 difColor = Kd*_LightColor0*max(0, dot(N, L));

            float3 R = reflect(-L, N);
            float3 V = normalize(_WorldSpaceCameraPos - i.worldPos);
            float4 specuColor = Kd*_LightColor0*pow(max(dot(R,V), 0), _Shininess);
            col *= difColor;
            col += specuColor;
            return col;
            }
            ENDCG
        }
    }       
}

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转载自blog.csdn.net/qq_35759688/article/details/77935178