UnityShader案例(三)——BlinnPhong高光反射

一、BlinnPhong高光原理

1、计算公式

这里写图片描述
这里写图片描述:高光颜色
这里写图片描述:入射光线的颜色和强度
这里写图片描述:材质的高光反射颜色
这里写图片描述:表面法线
这里写图片描述:由以下公式可以获取UnityShader案例(三)——BlinnPhong高光反射_第1张图片
这里写图片描述:光照方向
这里写图片描述:视角方向

2、BlinnPhong高光的原理图

UnityShader案例(三)——BlinnPhong高光反射_第2张图片

二、BlinnPhong高光的Shader实现

1、Unity表面着色器实现BlinnPhong高光模型

Shader "Custom/BlinnPhong" {
    Properties {
        _Color ("Diffuse Color", Color) = (1,1,1,1)
        _MainTex ("Base(RGB)", 2D) = "white" {}
        _SpecularColor ("Specular Color", Color) = (1,1,1,1)
        _SpecularPower ("Specular Power", Range(0,1)) = 1
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        #pragma surface surf CustomBlinnPhong
        #pragma target 3.0

        sampler2D _MainTex;
        fixed4 _Color;
        float4 _SpecularColor;
        float _SpecularPower;
        struct Input {
            float2 uv_MainTex;
        };

        inline float4 LightingCustomBlinnPhong(SurfaceOutput s,fixed3 lightDir,half3 viewDir,fixed atten ){
            float3 halfVector=normalize(lightDir+viewDir);
            float diff=max(0,dot(s.Normal,lightDir));
            float nh=max(0,dot(s.Normal,halfVector));
            float4 spec=pow(nh,_SpecularPower)*_SpecularColor;
            fixed4 c;
            c.rgb=(s.Albedo*_LightColor0.rgb*diff)+(_LightColor0.rgb*_SpecularColor.rgb*spec)*(atten*2);
            c.a=s.Alpha;
            return c;
        }
        void surf (Input IN, inout SurfaceOutput o) {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex)*_Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

UnityShader案例(三)——BlinnPhong高光反射_第3张图片

2、逐顶点光照实现BlinnPhong高光模型

Shader "Custom/Unlit/VertexBlinnPhong"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Diffuse ("Diffuse",Color)=(1,1,1,1)
        _Specular("Specular",Color)=(1,1,1,1)
        _Gloss("Gloss",Range(8.0,256))=20
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            Tags{"LightMode"="ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                fixed3 diffusecolor:COLOR;
                fixed3 ambientcolor:COLOR2;
                fixed3 specularcolor:COLOR1;
            };

            sampler2D _MainTex;
            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                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 viewDir=normalize(_WorldSpaceCameraPos.xyz-mul(unity_ObjectToWorld,v.vertex).xyz);
                fixed3 h=normalize(viewDir+worldLightDir);

                fixed specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(worldNormal,h)),_Gloss);
                o.diffusecolor=diffuse;
                o.specularcolor=specular;
                o.ambientcolor=ambient;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                fixed3 c=col.rgb*(i.ambientcolor+i.diffusecolor)+i.specularcolor;
                return fixed4(c,1.0); col = tex2D(_MainTex, i.uv);
            }
            ENDCG
        }
    }
}

UnityShader案例(三)——BlinnPhong高光反射_第4张图片

3、逐像素光照实现BlinnPhong高光反射

Shader "Custom/Unlit/FragmentBilnnPhong"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Diffuse ("Diffuse",Color)=(1,1,1,1)
        _Specular("Specular",Color)=(1,1,1,1)
        _Gloss("Gloss",Range(8.0,256))=20
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            Tags{"LightMode"="ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {               
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float3 worldNormal:TEXCOORD1;
                float3 worldPos:TEXCOORD2;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {

                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                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;

                fixed3 worldNormal=normalize(i.worldNormal);
                fixed3 worldLightDir=normalize(_WorldSpaceLightPos0.xyz);
                fixed3 diffuse=_LightColor0.rgb *_Diffuse.rgb*saturate(dot(worldNormal,worldLightDir));

                fixed3 viewDir=normalize(_WorldSpaceCameraPos.xyz-i.worldPos.xyz);
                fixed3 h=normalize(viewDir+worldLightDir);
                fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(saturate(dot(worldNormal,h)),_Gloss);
                fixed3 color=ambient+diffuse+specular;
                fixed4 col = tex2D(_MainTex, i.uv);
                return fixed4(col.rgb*color.rgb,1.0);
            }
            ENDCG
        }
    }
}

UnityShader案例(三)——BlinnPhong高光反射_第5张图片

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