Shader(六) 高光 Phont 和 BlinnPhone 光照模型案例
Shader "Unlit/GrossVertex"
{
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gross",Range(1.0,256)) = 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: NORMAL0;
};
struct v2f{
float4 pos: SV_POSITION;
float3 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));
fixed3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld,v.vertex).xyz);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
o.color = ambient +diffuse +specular;
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
return fixed4(i.color,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}
Shader "Unlit/PixelLight"
{
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gross",Range(1.0,256)) = 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: NORMAL0;
};
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_WorldToObject,v.vertex).xyz;
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
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);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
return fixed4(ambient +diffuse + specular,1.0);
}
ENDCG
}
}
}
Shader "Unlit/BlinnPhone"
{
Properties{
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gross",Range(1.0,256)) = 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: NORMAL0;
};
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_WorldToObject,v.vertex).xyz;
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
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);
fixed3 halfDir = normalize(worldNormal +viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir,viewDir)),_Gloss);
return fixed4(ambient +diffuse + specular,1.0);
}
ENDCG
}
}
}
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网址: Shader(六) 高光 Phont 和 BlinnPhone 光照模型案例 https://www.huajiangbk.com/newsview768415.html
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