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漫反射的光照模型計算公式 :
由上公式可知計算漫反射我們要知道四個參數:入射光線的顏色跟強度C_light,材質的漫反射係數M_diffuse,表面法線方向l。
1.逐頂點光照漫反射,背光面與向光面交界處有鋸齒
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;//獲取頂點信息
float3 normal : NORMAL;//獲取法線信息
};
struct v2f {
float4 pos : SV_POSITION;//賦值頂點信息
fixed3 color : COLOR;//賦值顏色信息
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);//把模型空間的頂點轉換到裁剪空間,內置模型世界投影矩陣
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;//使用內置變量獲取環境光
fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));//獲取光源的顏色跟強度
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);//獲取光源的方向
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,光照無法到達的區域模型是全黑的,沒有明暗變化
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.半蘭伯特光照模型
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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