BlinnPhong补充
2020-06-16 本文已影响0人
Rayson
Shader "Davia/09_Specular Fragment-BlinnPhong"{
Properties{
_DiffuseColor("Diffuse Color",color) = (1,1,1,1)
_SpecularColor("Specular Color",color) = (1,1,1,1)
_SpecularPow("Specular Pow",Range(1,20)) = 1.0
}
SubShader
{
Pass
{
Tags{"Lightmode" = "ForwardBase"}
CGPROGRAM
#include"Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _DiffuseColor;
fixed4 _SpecularColor;
fixed _SpecularPow;
//application to vertex
struct a2v{
float4 vertex:POSITION;
fixed3 normal:NORMAL;
};
//vertex to fragment
struct v2f{
float4 position:SV_POSITION;
float3 worldnormal:TEXCOORD0;
float3 worldvertex:TEXCOORD1;
};
//将计算过程放在顶点中:逐顶点光照
v2f vert(a2v v) {
v2f f;
//顶点位置从模型空间转换到裁减空间 也叫投影空间
f.position = mul(UNITY_MATRIX_MVP,v.vertex);
//法线、顶点在世界空间中的位置 放在顶点函数中计算
f.worldnormal = mul(v.normal, (float3x3)_World2Object);
f.worldvertex = mul(v.vertex, _World2Object).xyz;
return f;
}
//将计算过程放在片元中:逐像素光照
fixed4 frag(v2f f):SV_Target
{
//光方向
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
//法线方向
fixed3 normalDir = normalize(f.worldnormal);
//漫反射光
fixed3 diffuse = _LightColor0.rgb * max(dot(lightDir,normalDir),0) * _DiffuseColor.rgb;
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
//反射光方向 - 在BlinnPhong光照中不需要计算反射光方向 故屏蔽
//fixed3 reflectDir = normalize(reflect(-lightDir, normalDir));
//观察方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - f.worldvertex);
//中间方向(入射光方向与观察方向中间方向)
fixed3 helfDir = normalize(lightDir + viewDir);
//反射高光计算
fixed3 specular = _SpecularColor * _LightColor0.rgb * pow(max(dot(normalDir, helfDir ), 0), _SpecularPow);
//颜色的叠加-通过相加
fixed3 tempcolor = diffuse + ambient + specular;
return fixed4(tempcolor,0.5);
}
ENDCG
}
}
Fallback"Unlit/Diffuse"
}