Shader基本光照模型——Blinn-Phong模型

Shader "zxwlx/BlinnPhong"
{
	Properties
	{
		_Diffuse("Diffuse", Color) = (1,1,1,1)
		_Specular("Specular", Color) = (1,1,1,1)
		_Gloss("Gloss", Range(1.0, 256)) = 20
	}
	SubShader
	{
		Pass
		{
			Tags{ "LightingMode" = "ForwardBase" }
 
			CGPROGRAM
			#include "Lighting.cginc"

			#pragma vertex vert
			#pragma fragment frag
 
			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;
 
			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
			};
			struct v2f
			{
				float4 pos : SV_POSITION;
				float3 worldNormal : NORMAL;
				float3 worldPos : TEXCOORD1;
			};

			v2f vert(a2v v)
			{
				v2f o;
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				o.pos = UnityObjectToClipPos(v.vertex);
				//法线转化到世界空间
				o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
				//顶点位置转化到世界空间 
				return o;
			}
			fixed4 frag(v2f i) : SV_Target
			{
				//环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Diffuse;
				//世界空间下光线方向
				fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
				//需要再次normalize
				fixed3 worldNormal = normalize(i.worldNormal);
				//计算Diffuse
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
				//计算视线方向(相机位置-像素对应位置)
				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
				//计算半角向量(光线方向 + 视线方向,结果归一化)
				fixed3 halfDir = normalize(worldLight + viewDir);
				//计算Specular(Blinn-Phong计算的是)
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir, worldNormal)), _Gloss);
				//结果为diffuse + ambient + specular
				fixed3 color = diffuse + ambient + specular;
				return fixed4(color, 1.0);
			}
				ENDCG
		}
	}
	FallBack "Diffuse"
}

原理公式:

I(spcular) = I * k * pow(max(0,dot(N,H)), gloss)

,其中I为入射光颜色向量,k为镜面反射系数,gloss为光滑程度。

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转载自blog.csdn.net/qq_43461641/article/details/89703328