unity shader学习练笔日记(二)

1、逐顶点的漫反射光照(兰伯特光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/DiffuseVertexLevel"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
    }

    SubShader
    {
        Pass
        {
            //LightMode Pass标签中的一种,用于定义改Pass在Unity的光照流水线中的角色
            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 color : COLOR0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                //获取环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                //将法线从模型空间转换到世界空间  法线转换保证垂直,使用顶点变换矩阵的逆转置矩阵
                fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
                //获取光源方向
                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
                //计算漫反射光
                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、逐像素的漫反射光照(兰伯特光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/DiffusePixelLevel"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
    }

    SubShader
    {
        Pass
        {
            //LightMode Pass标签中的一种,用于定义改Pass在Unity的光照流水线中的角色
            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;
                o.pos = UnityObjectToClipPos(v.vertex);

                //将法线从模型空间转换到世界空间  法线转换保证垂直,使用顶点变换矩阵的逆转置矩阵
                o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //获取环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                //获取世界空间中的法线
                fixed3 worldNormal = normalize(i.worldNormal);
                //获取光源方向
                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
                //计算漫反射光
                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));

                fixed3 color = ambient + diffuse;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Diffuse"
}

3、逐像素的漫反射光照(半兰伯特光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/HalfLambert"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
    }

    SubShader
    {
        Pass
        {
            //LightMode Pass标签中的一种,用于定义改Pass在Unity的光照流水线中的角色
            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;
                o.pos = UnityObjectToClipPos(v.vertex);

                //将法线从模型空间转换到世界空间  法线转换保证垂直,使用顶点变换矩阵的逆转置矩阵
                o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //获取环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                //获取世界空间中的法线
                fixed3 worldNormal = normalize(i.worldNormal);
                //获取光源方向
                fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
                //计算漫反射光
                fixed HalfLambert = dot(worldNormal, worldLight) * 0.5 + 0.5;
                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * HalfLambert;

                fixed3 color = ambient + diffuse;

                return fixed4(color, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Diffuse"
}

4、逐顶点的高光反射光照(Phong光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/SpecularVertexLevel"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
        //高光反射颜色
        _Specular("Specular", Color) = (1, 1, 1, 1)
        //高光区域的大小
        _Gloss("Gloss", Range(8.0, 256)) = 20
    }

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

            CGPROGRAM

            #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 color : COLOR0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
                fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));

                //获取世界空间的反射光线
                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
                //获取世界空间的视角方向
                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);

                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

                o.color = ambient + diffuse + specular;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return fixed4(i.color, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}

5、逐像素的高光反射光照(Phong光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/SpecularPixelLevel"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
        //高光反射颜色
        _Specular("Specular", Color) = (1, 1, 1, 1)
        //高光区域的大小
        _Gloss("Gloss", Range(8.0, 256)) = 20
    }

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

            CGPROGRAM

            #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 = UnityObjectToClipPos(v.vertex);

                o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                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));

                //获取世界空间的反射光线
                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
                //获取世界空间的视角方向
                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);

                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}

6、逐像素的高光反射光照(Blinn-Phong光照模型)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/BlinnPhong"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
        //高光反射颜色
        _Specular("Specular", Color) = (1, 1, 1, 1)
        //高光区域的大小
        _Gloss("Gloss", Range(8.0, 256)) = 20
    }

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

            CGPROGRAM

            #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 = UnityObjectToClipPos(v.vertex);

                o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                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));

                //获取世界空间的反射光线
                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
                //获取世界空间的视角方向
                fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
                fixed3 halfDir = normalize(worldLightDir + viewDir);

                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}

7、逐像素的高光反射光照(Blinn-Phong光照模型)(使用unity内置函数)

cpp 复制代码
Shader "Unity Shaders Study/Day Two/BlinnPhongUseBulidInFunction"
{
    Properties
    {
        _Diffuse("Diffuse", Color) = (1, 1, 1, 1)
        //高光反射颜色
        _Specular("Specular", Color) = (1, 1, 1, 1)
        //高光区域的大小
        _Gloss("Gloss", Range(8.0, 256)) = 20
    }

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

            CGPROGRAM

            #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 = UnityObjectToClipPos(v.vertex);

                //使用内置函数转换法线
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 worldNormal = normalize(i.worldNormal);
                //使用内置函数转换光源方向
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));

                //获取世界空间的反射光线
                fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
                //使用内置函数获取世界空间的视角方向
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                fixed3 halfDir = normalize(worldLightDir + viewDir);

                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}
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