ShaderLearn-(二)镜面反射¶
Phong高光反射¶
pow(max(dot(v,r),0),_Gloss)
Shader "SL/Phong"
{
Properties
{
_Gloss("Gloss",range(3,256))=5
}
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
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 pos_world : TEXCOORD1;
float3 normal_dir : TEXCOORD2;
};
half _Gloss;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
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 view_dir = normalize(_WorldSpaceCameraPos.xyz - i.pos_world); // view的反方向
half3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
half3 reflect_dir = reflect(light_dir, normal_dir);
half rdotv = dot(reflect_dir, -view_dir);
half phong = pow(max(0, rdotv), _Gloss);
fixed specular = phong;
return fixed4(specular.xxx,1.0);
}
ENDCG
}
}
}
Blinn-Phong 高光反射¶
pow(max(dot(n,h),0),_Gloss)
/// Blinn Phong
Shader "SL/Phong-Blinn"
{
Properties
{
_Gloss("Gloss",range(3,256)) = 5
}
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
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 pos_world : TEXCOORD1;
float3 normal_dir : TEXCOORD2;
};
half _Gloss;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
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 view_dir = normalize(_WorldSpaceCameraPos.xyz-i.pos_world); // view的反方向
half3 light_dir = normalize(_WorldSpaceLightPos0.xyz);
half3 half_dir = normalize(light_dir+ view_dir);
half ndoth = dot(normal_dir, half_dir);
half blinnphong = pow(max(0, ndoth), _Gloss);
fixed specular = blinnphong;
return fixed4(specular.xxx, 1.0);
//return fixed4(ndoth,1.0);
}
ENDCG
}
}
}
详细参考Shader光照模型-高光反射
参考及资源来源:庄懂-BoyanTata
庄懂公开课资源