Shader入门精要笔记 - CH10_镜面反射

 

要点

1) 漫反射和高光发射都是光照到物体表面,然后光反射到人眼
2) 环境反射是周边环境的画面照到物体表面, 然后环境的画面反射到人眼

 

贴图漫反射(MainTex) + 高光反射 + 环境反射

Shader "My/Tex2/ReflectCubeMap"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white" {}
        _Color("Diffuse Color", Color) = (1, 1, 1, 1)

        _Specular("Specular", Color) = (1, 1, 1, 1) //高光反射颜色
        _Gloss("Gloss", Range(8.0, 256)) = 20 //高光区域大小

        _ReflectColor("Reflection Color", Color) = (1, 1, 1, 1) //反射颜色
        _ReflectAmount("Reflect Amount", Range(0, 1)) = 1 //反射程度
        _Cubemap("Reflection Cubemap", Cube) = "_Skybox" {} //反射环境时从这个贴图采样环境
    }

    SubShader
    {
        Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }

            CGPROGRAM

            #pragma multi_compile_fwdbase

            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "AutoLight.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;

            fixed4 _Specular;
            float _Gloss;

            fixed4 _ReflectColor;
            fixed _ReflectAmount;
            samplerCUBE _Cubemap;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL; //顶点法线
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldNormal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
                float3 worldViewDir : TEXCOORD3;
                float3 worldRefl : TEXCOORD4;
                SHADOW_COORDS(5)
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
                o.worldRefl = reflect(-o.worldViewDir, o.worldNormal); //入射光线方向, 通过入射光线方向获得从环境的哪里发射过来的

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                TRANSFER_SHADOW(o);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); //指向光源向量(世界空间)
                fixed3 worldViewDir = normalize(i.worldViewDir); //视线方向(顶点到相机)

                fixed4 texColor = tex2D(_MainTex, i.uv);
                fixed3 albedo = texColor.rgb * _Color.rgb; //取贴图颜色作为漫反射颜色

                fixed lambert = max(0, dot(worldNormal, worldLightDir)); //表面法线和光线方向夹角的cos值成正比
                fixed3 diffuse = _LightColor0.rgb * albedo * lambert; //漫反射计算公式

                fixed3 halfDir = normalize(worldLightDir + worldViewDir); // blinn模型引入的h向量
                fixed3 specularColor = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); // blinn模型高光反射计算公式(更亮, 高光区域更大)

                fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb * _ReflectColor.rgb; //根据入射光线与环境的交点, 采样颜色

                UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); //光照衰减+接收阴影宏

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光
                fixed3 color = ambient + (lerp(diffuse, reflection, _ReflectAmount) + specularColor) * atten;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Reflective/VertexLit"
}

 

设置天空盒

1) 创建一个材质Skybox.mat,将shader设置为Unity内置的Skybox/6 Slided,然后6个方向的图片

2) Window -> Rendering -> Light Settings, 将材质设置上去

 

Cubemap资源的生成

1) 右键 -> Create -> Legacy -> Cubemap

2) 使用下面的工具脚本生成

using UnityEngine;
using UnityEditor;public class RenderCubemapWizard : ScriptableWizard {
    
    public Transform renderFromPosition;
    public Cubemap cubemap;
    
    void OnWizardUpdate () {
        helpString = "Select transform to render from and cubemap to render into";
        isValid = (renderFromPosition != null) && (cubemap != null);
    }
    
    void OnWizardCreate () {
        // create temporary camera for rendering
        GameObject go = new GameObject( "CubemapCamera");
        go.AddComponent<Camera>();
        // place it on the object
        go.transform.position = renderFromPosition.position;
        // render into cubemap        
        go.GetComponent<Camera>().RenderToCubemap(cubemap);
        
        // destroy temporary camera
        DestroyImmediate( go );
    }
    
    [MenuItem("GameObject/Render into Cubemap")]
    static void RenderCubemap () {
        ScriptableWizard.DisplayWizard<RenderCubemapWizard>(
            "Render cubemap", "Render!");
    }
}

 3) 点击Render,就是在Sphere所在的位置,分别对左,右,前,后,上,下拍6张照片,正好是对应立方体映射纹理(Cubemap)的6个面

 

posted @ 2023-02-04 01:10  yanghui01  阅读(73)  评论(0编辑  收藏  举报