ShaderLab(4)UnityShader-04光照模型_高光反射Specular光照模型
2021-03-03 07:28
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 以及高光反射的逐像素光照模型 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.htmlShader "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"
}
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"
}
文章标题:ShaderLab(4)UnityShader-04光照模型_高光反射Specular光照模型
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