一、Phong光照模型
物体表面反射光线由三部分组成:环境光+漫反射光+镜面反射光
环境光:unity_AmbientSky,Unity引擎在Window>Rendering>Lighting Setting 里面设置
漫反射光:灯光颜色 * 物体表面漫反射颜色 * 法线与光源方向的点积
DiffuseColor = _LightColor0 * tex2D(uv, _MainTex) * saturate(dot(normal, lightDir))
镜面反射:灯光颜色 * 物体表面镜面反射颜色 * 光照反射方向与视角方向点积的光泽度次方幂
SpecularColor = _LightColor0 * tex2D(uv, _SpecularTex) * pow(saturate(dot(reflect, viewDir)), _Shinness)
reflect :光照方向的反射方向
_Shinness :光泽度
二、Blinn-Phong光照模型
Blinn-Phong光照模型算法是对Phong光照模型的改进,修改的是镜面反射光的算法。先计算入射光线l和视角方向v的角平分线h,再计算h和法线normal的点积,来替代dot(reflect, viewDir)。
SpecularColor = _LightColor0 * tex2D(uv, _SpecularTex) * pow(saturate(dot(h, normal)), _Shinness)
三、Shader代码
Shader "Unlit/Sphere"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_SpecularTex("Specular", 2D) = "white" {}
_Shininess("Shininess", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float4 pos: SV_POSITION;
float3 normal: NORMAL;
float4 vertex: TEXCOORD0;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SpecularTex;
float4 _SpecularTex_ST;
float _Shininess;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.vertex = v.vertex;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _SpecularTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = UnityObjectToWorldNormal(i.normal);
normal = normalize(normal);
float3 l = WorldSpaceLightDir(i.vertex);
float ndotl = saturate(dot(normal, l));
fixed4 diffuse = tex2D(_MainTex, i.uv) * _LightColor0 * ndotl;
float3 v = normalize(WorldSpaceViewDir(i.vertex));
float3 h = normalize(v + l);
float ndoth = saturate(dot(normal, h));
fixed4 specular = tex2D(_SpecularTex, i.uv2) * _LightColor0 * pow(ndoth, _Shininess);
return diffuse + specular + unity_AmbientSky;
}
ENDCG
}
}
}