ShaderLearn-(一)漫反射¶
兰伯特(Lambert)¶
max(0,dot(N,L))
或者saturate(dot(N,L))
Shader "SL/Lambert"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 normal_dir : TEXCOORD1;
};
half4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.normal_dir = normalize( mul(v.normal, (float3x3)unity_WorldToObject));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
half3 normal_dir = normalize(i.normal_dir);
half3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
half ndotl = dot(normal_dir, light_dir);
half lambert = max(0, ndotl);
fixed3 diffuse = lambert * _Color.rgb;
return fixed4(diffuse,1.0);
}
ENDCG
}
}
}
半兰伯特(Half Lambert)¶
dot(n,l)*0.5+0.5
// Half-Lambert
Shader "SL/Lambert-Half"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 normal_dir : TEXCOORD1;
};
half4 _Color;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.normal_dir = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
half3 normal_dir = normalize(i.normal_dir);
half3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
half ndotl = dot(normal_dir, light_dir);
half half_lambert = ndotl*0.5+0.5;
fixed3 diffuse = half_lambert * _Color.rgb;
return fixed4(diffuse,1.0);
}
ENDCG
}
}
}
详细可参考【Shader】 光照模型-漫反射
参考及资源来源:庄懂-BoyanTata
庄懂公开课资源