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ShaderLab(4)UnityShader-04光照模型_高光反射Specular光照模型

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标签:fallback   reflect   ram   获取   return   cli   back   pix   sub   

ShaderLab(4)UnityShader-04光照模型_高光反射Specular光照模型,高光反射用来计算光线在某一点某一区域的刺眼效果(通俗大白话)。通常的计算公式是:高光反射 = 直射光 * pow(cosx,高光的参数),其中x是反射光方向和视野方向的夹角。

高光反射的逐顶点光照模型

Shader "Unity Shaders/Specular Vertex Shader" {
    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; //材质的漫反射颜色
            fixed4 _Specular;//高光的颜色
            float _Gloss;//高光值
            
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            
            struct v2f {
                float4 pos : SV_POSITION;
                fixed3 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));
                
                //获取反射方向
                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
                //获取视角观察方向,也就是摄像机视口方向
                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
                //计算最终高光值
                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 "Specular"
}

以及高光反射的逐像素光照模型

Shader "Unity Shaders/Specular Pixel Shader" {
    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);
                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
                
                return fixed4(ambient + diffuse + specular, 1.0);
            }
            
            ENDCG
        }
    } 
    FallBack "Specular"
}

 

ShaderLab(4)UnityShader-04光照模型_高光反射Specular光照模型

标签:fallback   reflect   ram   获取   return   cli   back   pix   sub   

原文地址:https://www.cnblogs.com/makeamericagreatagain/p/14398061.html

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