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