//以下是各种光照模型(Lambert、Phong、BlinnPhong、Gourand)的Shader代码,在Unity里创建一个Material后可以选择使用,各行代码都有注释,不再详细解释了。
Shader "MyShader/BaseShader"
{
//包含Lambert、Phone、Blin-Phong模型
Properties
{//定义属性
_Diffuse("Diffuse",Color) = (1,1,1,1)
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(5,255)) = 5
[Toggle(_Phong)] _Phong("Phong",float) = 1
[Toggle(BlinnPhong)] _BlinnPhong("BlinnPhong",float) = 1
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase"} //定义Tag
//LOD 100
Pass
{
CGPROGRAM
#include "UnityCG.cginc" //库函数
#include "Lighting.cginc"
//定义触发器,改变光照模型
#pragma shader_feature _PHONG
#pragma shader_feature _BLINNPHONG
#pragma shader_feature _LAMBERT
#pragma shader_feature _GOURAND
#pragma vertex vert //顶点着色器名称
#pragma fragment frag //片元着色器名称
float4 _Diffuse; //全局参数,漫反射、高光颜色、高光参数
float4 _Specular;
float _Gloss;
struct a2v
{//应用传入顶点着色器的变量
float4 vertex : POSITION;
float3 normal :NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal: NORMAL;
float3 worldPos: TEXCOORD1;
float3 color: TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (a2v v)
{//顶点着色器
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex); //顶点空间到裁剪空间
//o.worldNormal = normalize(mul(v.normal,(float 3x3) unity_worldTo));
o.worldNormal = UnityObjectToWorldNormal(v.normal); //法线转换到世界空间
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz; //顶点位置转换到世界空间
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#if defined(_GOURAND)
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Diffuse; //环境光
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz); //归一化光方向
float3 worldNormal = normalize(o.worldNormal); //归一化worldNormal
float NdotL = max(0, dot(worldLight, worldNormal)); //法线和光线的点积,即余弦值
float3 diffuse = _LightColor0.rgb * _Diffuse.rgb * NdotL; //计算漫反射Lambert
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - o.worldPos.xyz); //视角方向
float3 reflectDir = normalize(reflect(-worldLight,worldNormal)); //计算反射方向,worldLight表示入射光方向
float VdotR = max(0, dot(reflectDir, viewDir)); //反射光方向与观察方向的夹角,点积结果为夹角的余弦值
float3 specular = _LightColor0.rgb * _Specular.rgb * pow(VdotR, _Gloss); //高光值
o.color = diffuse + ambient + specular; //Gourand模型最后输出的颜色值
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{//片元着色器
// sample the texture
//fixed4 col = tex2D(_MainTex, i.uv);
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Diffuse; //环境光
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz); //归一化光方向
float3 worldNormal = normalize(i.worldNormal); //归一化worldNormal
float NdotL = max(0, dot(worldNormal,worldLight)); //计算漫反射Lambert公式
fixed4 renderTex = tex2D(_MainTex, i.uv);
float3 diffuse = _LightColor0.rgb * _Diffuse.rgb * NdotL; //计算Diffuse光
float3 specular; //存储高光值
float3 color; //存储最终颜色值
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); //归一化视方向
#if defined(_LAMBERT)
color = diffuse; //Lambert模型
#endif
//#if defined(_PHONG)
//Phong模型计算
float3 reflectDir = normalize(reflect(-worldLight,worldNormal)); //计算反射方向,worldLight表示入射光方向
float VdotR = max(0, dot(viewDir,reflectDir)); //反射光方向与观察方向的夹角,dot(ViewDir,ReflectDir)
specular = _LightColor0.rgb * _Specular.rgb * pow(VdotR, _Gloss); //计算高光反射
color = ambient + diffuse + specular;
//#endif
#if defined(_BLINNPHONG)
//BlinnPhong模型计算
float3 halfDir = (worldLight +viewDir); //计算半角向量,光线方向+视方向的结果归一化
float NdotH = saturate(dot(halfDir,worldNormal)); //半角向量与法线方向的点积,结果归一化
specular = _LightColor0.rgb * _Specular.rgb * pow(NdotH, _Gloss); //计算BlinnPhong的高光值
color = ambient + diffuse + specular;
#endif
#if defined(_GOURAND)
color = i.color; //直接使用顶点着色器中计算出来的颜色值
#endif
color = color * renderTex.rgb;
return fixed4(color,1.0);
}
ENDCG
}
}
}