unity版本2018.1.1,有些内置方法用的是新的。
漫反射光照模型
// 漫反射光照模型-逐顶点光照(兰伯特光照模型)
Shader "Custom/DiffuseVertextLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color: COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 顶点法线转换到世界空间
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
o.color = diffuse + ambient;
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 漫反射光照模型-逐像素光照(兰伯特光照模型)
Shader "Custom/DiffuseVertextLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 顶点法线转换到世界空间
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed3 worldNormal = normalize(i.worldNormal);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
fixed3 color = diffuse + ambient;
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 漫反射光照模型-逐顶点光照(半兰伯特光照模型)
Shader "Custom/DiffuseVertextLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color: COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 顶点法线转换到世界空间
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * dot(worldNormal, worldLight) * 0.5 + 0.5;
o.color = diffuse + ambient;
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 漫反射光照模型-逐像素光照(半兰伯特光照模型)
Shader "Custom/DiffuseVertextLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 顶点法线转换到世界空间
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed3 worldNormal = normalize(i.worldNormal);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * dot(worldNormal, worldLight) * 0.5 + 0.5;
fixed3 color = diffuse + ambient;
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
效果对比(和代码顺序一致)
高光反射光照模型
// 高光反射光照模型-逐顶点光照(Phong光照模型)
Shader "Custom/SpecularVertexLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color: COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 顶点法线转换到世界空间
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
// 世界空间的入射光线关于表面法线的反射方向
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));
// 世界空间下的视角方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
// 高光反射
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 高光反射光照模型-逐像素光照(Phong光照模型)
Shader "Custom/SpecularPixelLevelShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 顶点法线转换到世界空间
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
// 世界空间的顶点坐标
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed3 worldNormal = normalize(i.worldNormal);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
// 世界空间的入射光线关于表面法线的反射方向
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));
// 世界空间下的视角方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// 高光反射
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 高光反射光照模型-逐顶点光照(Blinn-Phong光照模型)
Shader "Custom/SpecularVertexLevelBlinnPhongShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color: COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 顶点法线转换到世界空间
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
// 世界空间的入射光线关于表面法线的反射方向
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));
// 世界空间下的视角方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
// 视角方向和光照方向相加并归一化
fixed3 halfDir = normalize(worldLight + viewDir);
// 高光反射
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);
o.color = ambient + diffuse + specular;
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
// 高光反射光照模型-逐像素光照(Blinn-Phong光照模型)
Shader "Custom/SpecularPixelLevelBlinnPhongShader" {
Properties {
_Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex: POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 顶点法线转换到世界空间
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
// 世界空间的顶点坐标
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET {
fixed3 worldNormal = normalize(i.worldNormal);
// 获取环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// 世界空间的光源方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
// 世界空间的入射光线关于表面法线的反射方向
fixed3 reflectDir = normalize(reflect(-worldLight, worldNormal));
// 世界空间下的视角方向
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
// 视角方向和光照方向相加并归一化
fixed3 halfDir = normalize(worldLight + viewDir);
// 高光反射
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
效果对比(和代码顺序一致)