学习《Unity Shader入门精要》的Phong模型时,按自己的理解写出了这样的代码:
Shader "CH6/SpecularPixelLevel"
{
Properties
{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
}
SubShader
{
Pass
{
Tags { "RenderType"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata_t
{
float4 pos: POSITION;
float3 normal: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
fixed4 worldPos: TEXCOORD0;
float3 worldNormal: TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.worldPos = mul(unity_ObjectToWorld, v.pos);
o.worldNormal = normalize(mul(v.normal, (fixed3x3)unity_WorldToObject));
return o;
}
float4 frag(v2f i): SV_Target
{
// ambient
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// diffuse
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _Diffuse.rgb * _LightColor0.rgb * saturate(dot(i.worldNormal, worldLightDir));
// specular
fixed3 reflectDif = reflect(-worldLightDir, i.worldNormal);
fixed3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
fixed3 specular = _Specular.rgb * _LightColor0.rgb * pow(saturate(dot(reflectDif, viewDir)), _Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
结果代码和书上的不一样,书上在vertex shader没有将worldNormal归一化,归一化放在了fragment shader。我的代码是将顶点数据的worldNormal归一化了,所以片元数据插值后也是归一化的嘛?于是就想验证一下自己的想法,比较代码也挺简单:
Shader "CH6/SpecularPixelLevel"
{
Properties
{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
}
SubShader
{
Pass
{
Tags { "RenderType"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata_t
{
float4 pos: POSITION;
float3 normal: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
fixed4 worldPos: TEXCOORD0;
float3 worldNormal: TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.worldPos = mul(unity_ObjectToWorld, v.pos);
o.worldNormal = normalize(mul(v.normal, (fixed3x3)unity_WorldToObject));
return o;
}
float4 frag(v2f i): SV_Target
{
float worldNormalLength = length(i.worldNormal);
float diff = abs(worldNormalLength - 1.0);
fixed3 color = lerp(fixed3(1, 0, 0), fixed3(0, 1, 0), step(0.001, diff));
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
代码通过length(i.worldNormal)计算法向量长度
,abs(normalLength - 1.0)获取与 1 的偏差,
当偏差小于 0.001(近似为 1)时显示绿色,否则显示红色。结果显示

调整scale比例,长度不是1的法向量更多,但计算光照还是需要长度是1的法向量的:
书上的代码是没有问题的,vertex shader顶点数据不用归一化直接插值,插值后的片元数据再进行归一化。附上正确的代码:
Shader "CH6/SpecularPixelLevel"
{
Properties
{
_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
_Specular("Specular", Color) = (1, 1, 1, 1)
_Gloss("Gloss", Range(8.0, 256)) = 20
}
SubShader
{
Pass
{
Tags { "RenderType"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct appdata_t
{
float4 pos: POSITION;
float3 normal: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
fixed4 worldPos: TEXCOORD0;
float3 worldNormal: TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.worldPos = mul(unity_ObjectToWorld, v.pos);
o.worldNormal = mul(v.normal, (fixed3x3)unity_WorldToObject);
return o;
}
float4 frag(v2f i): SV_Target
{
// ambient
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// diffuse
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _Diffuse.rgb * _LightColor0.rgb * saturate(dot(worldNormal, worldLightDir));
// specular
fixed3 reflectDif = reflect(-worldLightDir, worldNormal);
fixed3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
fixed3 specular = _Specular.rgb * _LightColor0.rgb * pow(saturate(dot(reflectDif, viewDir)), _Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}