UnityShader Phong/BlinnPhong/半兰伯特/兰伯特组合学习参考代码
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后端
综合基础光照模型编写Shader功能模块(学习UnityShader代码编写新手参考)
Shader "MyShader/Texture"
{
Properties
{
_MainTex("主贴图",2D)="white"{}
_MainColor("主颜色",color)=(1,1,1,1)
_SpecularColor("高光颜色",color)=(1,1,1,1)
_Gloss("高光范围",float)=1.0
[Toggle]_HalfLambert("开启半兰伯特",int)=0
[Toggle]_BlinnPhong("开启BlinnPhong",int)=0
}
SubShader
{
Pass
{
Tags{"LigthMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
fixed4 _SpecularColor;
float _Gloss;
bool _HalfLambert;
bool _BlinnPhong;
struct vertexInput
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcood:TEXCOORD0;
};
struct vertexOutput
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
vertexOutput vert(vertexInput v)
{
vertexOutput o = (vertexOutput)o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.vertex,_MainTex);
return o;
}
float4 frag(vertexOutput i):SV_TARGET
{
half3 worldNormal = normalize(i.worldNormal);
half3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
half3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 reflectDir = normalize(reflect(-worldLightDir,worldNormal));
half3 halfDir = normalize(viewDir+worldLightDir);
fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_MainColor.rgb;
fixed3 diffuse = albedo*_LightColor0.rgb;
if(!_HalfLambert)
diffuse*=saturate(dot(worldNormal,worldLightDir));
else
diffuse*=dot(worldNormal,worldLightDir)*0.5+0.5;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 specular;
if(_BlinnPhong)
specular= _LightColor0.rgb*_SpecularColor.rgb*pow(saturate(dot(worldNormal,halfDir)),_Gloss);
else
specular= _LightColor0.rgb*_SpecularColor.rgb*pow(saturate(dot(viewDir,reflectDir)),_Gloss);
fixed3 color = diffuse+ambient+specular;
return float4(color,1.0);
}
ENDCG
}
}
}
功能模块预览:

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