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漫反射的光照模型计算公式 :
由上公式可知计算漫反射我们要知道四个参数:入射光线的颜色跟强度C_light,材质的漫反射系数M_diffuse,表面法线方向l。
Shader "a幻世界/DiffuseVertex"
{
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;//获取顶点信息
float3 normal : NORMAL;//获取法线信息
};
struct v2f {
float4 pos : SV_POSITION;//赋值顶点信息
fixed3 color : COLOR;//赋值颜色信息
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//把模型空间的顶点转换到裁剪空间,内置模型世界投影矩阵
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;//使用内置变量获取环境光
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//获取光源的颜色跟强度
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);//获取光源的方向
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
o.color = ambient + diffuse;
return o;
}
fixed4 frag(v2f i) : SV_Target{
return fixed4(i.color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
2.逐像素光照,光照无法到达的区域模型是全黑的,没有明暗变化
Shader "a幻世界/DiffusePixel"
{
Properties
{
_Diffuse("Deffuse",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 : COLOR;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal, worldLightDir));
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
3.半兰伯特光照模型
Shader "a幻世界/HalfLambert"
{
Properties
{
_Diffuse("Deffuse",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 : COLOR;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 halfLambert = dot(worldNormal,worldLightDir)*0.5+0.5;
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*halfLambert;
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
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