与上篇逐顶点光照很像,只是改为在片元着色器中计算光照,下为逐像素光照shader
Shader "study/Chapter6/PixelShader"{ 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; float3 worldNormal : TEXCOORD0; }; v2f vert(a2v v) { v2f o; // Transform the vertex from object space to projection space o.pos = UnityObjectToClipPos(v.vertex); // Transform the normal from object space to world space o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject); return o; } fixed4 frag(v2f i) : SV_Target { // Get ambient term fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; // Get the normal in world space fixed3 worldNormal = normalize(i.worldNormal); // Get the light direction in world space fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); // Compute diffuse term fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir)); fixed3 color = ambient + diffuse; return fixed4(color, 1.0); } ENDCG } } FallBack "Diffuse" }
下为半兰伯特光照模型
广义的半兰伯特光照模型公式如下:
漫反射(Cdiffuse)=((Clight) * (Mdiffuse))(α(n*I)+β)
半兰伯特模型没有使用max防止表面法线和光照方向的点成为负值,而是进行了α倍的缩放和一个β倍的偏移,大多情况下α和β均为0.5
Shader "study/Chapter6/Half Lambert" { 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; float3 worldNormal : TEXCOORD0; }; v2f vert(a2v v) { v2f o; // Transform the vertex from object space to projection space o.pos = UnityObjectToClipPos(v.vertex); // Transform the normal from object space to world space o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject); return o; } fixed4 frag(v2f i) : SV_Target { // Get ambient term fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; // Get the normal in world space fixed3 worldNormal = normalize(i.worldNormal); // Get the light direction in world space fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); // Compute diffuse term fixed halfLambert = dot(worldNormal, worldLightDir) * 0.5 + 0.5; fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * halfLambert; fixed3 color = ambient + diffuse; return fixed4(color, 1.0); } ENDCG } } FallBack "Diffuse" }