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  • Unity shader学习之Blinn-Phong光照模型

    Blinn-Phong光照模型不用计算反射方向,计算公式如下:

    h = normalize(v + l);

    Cspecular = Clight * mspecular * pow(max(0, dot(n, h), gloss))

    转载请注明出处:http://www.cnblogs.com/jietian331/p/7097201.html

    shader如下:

     1 Shader "Custom/Specular Blinn-Phong"
     2 {
     3     Properties
     4     {
     5         _Diffuse ("Diffuse Color", Color) = (1,1,1,1)
     6         _Specular ("Specular Color", Color) = (1,1,1,1)
     7         _Gloss ("Gloss", Range(8, 256)) = 8
     8     }
     9     SubShader
    10     {
    11         Tags { "RenderType"="Opaque" }
    12         LOD 100
    13 
    14         Pass
    15         {
    16             Tags { "LightMode"="ForwardBase" }
    17 
    18             CGPROGRAM
    19             #pragma vertex vert
    20             #pragma fragment frag
    21 
    22             #include "UnityCG.cginc"
    23             #include "Lighting.cginc"
    24 
    25             struct appdata
    26             {
    27                 float4 vertex : POSITION;
    28                 float3 normal : NORMAL;
    29             };
    30 
    31             struct v2f
    32             {
    33                 float4 vertex : SV_POSITION;
    34                 float3 worldPos : TEXCOORD0;
    35                 float3 worldNormal : TEXCOORD1;
    36             };
    37 
    38             fixed4 _Diffuse;
    39             fixed4 _Specular;
    40             float _Gloss;
    41                         
    42             v2f vert (appdata v)
    43             {
    44                 v2f o;
    45                 o.vertex = UnityObjectToClipPos(v.vertex);
    46                 o.worldNormal = UnityObjectToWorldNormal(v.normal);
    47                 o.worldPos = mul(unity_ObjectToWorld, v.vertex);
    48                 return o;
    49             }
    50             
    51             fixed4 frag (v2f i) : SV_Target
    52             {
    53                 // specular
    54                 float3 worldNormal = normalize(i.worldNormal);
    55                 float3 lightDir = UnityWorldSpaceLightDir(i.worldPos);
    56                 lightDir = normalize(lightDir);
    57                 float3 viewDir = UnityWorldSpaceViewDir(i.worldPos);
    58                 viewDir = normalize(viewDir);
    59                 float3 halfDir = normalize(lightDir + viewDir);
    60                 float d = max(0, dot(halfDir, worldNormal));
    61                 float3 spec = _LightColor0.rgb * _Specular.rgb * pow(d, _Gloss);
    62 
    63                 // diffuse
    64                 float3 diff = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(lightDir, worldNormal));
    65 
    66                 float3 c = spec + diff + UNITY_LIGHTMODEL_AMBIENT.rgb;
    67                 return fixed4(c, 1);
    68             }
    69             ENDCG
    70         }
    71     }
    72 }

    效果如下:

    这种光照模型的高光反射看起来更大,更亮一些。在实际渲染中,绝大多数情况会选择 Blinn-Phong 光照模型,此种光照模型更符合实验结果。

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  • 原文地址:https://www.cnblogs.com/jietian331/p/7097201.html
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