本文共 5076 字,大约阅读时间需要 16 分钟。
Shader "Forward Rendering" { Properties { _Diffuse ("Diffuse", Color) = (1, 1, 1, 1) _Specular ("Specular", Color) = (1, 1, 1, 1) _Gloss ("Gloss", Range(8.0, 256)) = 20 } SubShader { Tags { "RenderType"="Opaque" } Pass { // Pass for ambient light & first pixel light (directional light) Tags { "LightMode"="ForwardBase" } CGPROGRAM // Apparently need to add this declaration // #pragma multi_compile_fwdbase #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); return fixed4(ambient + (diffuse + specular) , 1.0); } ENDCG } Pass { // Pass for other pixel lights Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM // Apparently need to add this declaration #pragma multi_compile_fwdadd #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "AutoLight.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } // 不在需要环境光的叠加,在BasePass中已经计算过环境光的影响了,多次叠加会导致色彩异常 fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); #ifdef USING_DIRECTIONAL_LIGHT // 平行光直接可获取到 顶点到灯光的方向 fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); #else // 如果是其他类型的灯光还需要进一步手动计算 fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); #endif // 1.漫反射 fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 halfDir = normalize(worldLightDir + viewDir); // 2.高光反射 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); // 3.计算光照衰减 attenuation #ifdef USING_DIRECTIONAL_LIGHT fixed atten = 1.0; #else #if defined (POINT) // 计算顶点到光源的 光源空间位置 【注意:是unity_WorldToLight】 float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz; // _LightTexture0用来计算光照衰减,如果用了cookie,需要使用_LightTextureB0来计算 fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #elif defined (SPOT) float4 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)); fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; #else fixed atten = 1.0; #endif #endif return fixed4((diffuse + specular ) * atten, 1.0); } ENDCG } } FallBack "Specular"}
转载地址:http://bdkii.baihongyu.com/