Blinn-Phong光照模型
Contents
Blinn Phong光照模型的公式
物体表面光照颜色 = 环境光颜色 + 漫反射光颜色 + 高光反射光颜色
其中:
环境光颜色 = UNITY_LIGHTMODEL_AMBIENT(unity_AmbientSky、unity_AmbientEquator、unity_AmbientGround)
漫反射光颜色 = 兰伯特光照模型 计算得到的颜色
高光反射光颜色 = Blinn Phong式高光反射光照模型 计算得到的颜色
顶点着色器实现
Shader "Unlit/Blinn_Phong"
{
Properties
{
_MainColor("MainColor",COLOR) = (1,1,1,1)
_HighLightColor("HighLightColor",COLOR) = (1,1,1,1)
_HighLightNum("HighLightNum",Range(0.1,20)) = 10
}
SubShader
{
Pass
{
Tags{"LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
fixed3 color : COLOR;
};
fixed4 _MainColor;
fixed4 _HighLightColor;
float _HighLightNum;
fixed3 getLembertColor(in float3 wnormal)
{
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 color = _LightColor0.rgb * _MainColor.rgb * max(0,dot(wnormal,lightDir));
return color;
}
fixed3 getBlinnPhongColor(in float3 wpos, in float3 wnormal)
{
float3 viewDic = normalize(_WorldSpaceCameraPos.xyz - wpos);
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 halfDir = normalize(viewDic + lightDir);
fixed3 color = _LightColor0.rgb * _HighLightColor.rgb * pow(max(0,dot(wnormal,halfDir)),_HighLightNum);
return color;
}
v2f vert (appdata_base v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.normal = UnityObjectToWorldNormal(v.normal);
//计算兰伯特光照
float3 wnormal = normalize(data.normal);
fixed3 lembertColor = getLembertColor(wnormal);
//计算BlinnPhong高光模型
float3 wpos = mul(unity_ObjectToWorld,v.vertex);
fixed3 blinnPhongColor = getBlinnPhongColor(wpos,wnormal);
//BlinnPhong光照模型
data.color = UNITY_LIGHTMODEL_AMBIENT.rbg + lembertColor + blinnPhongColor;
return data;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.color,1);
}
ENDCG
}
}
}片元着色器实现
Shader "Unlit/Blinn_PhongF"
{
Properties
{
_MainColor("MainColor",COLOR) = (1,1,1,1)
_HighLightColor("HighLightColor",COLOR) = (1,1,1,1)
_HighLightNum("HighLightNum",Range(0.1,20)) = 10
}
SubShader
{
Pass
{
Tags{"LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : NORMAL;
fixed3 color : COLOR;
float4 wpos : TEXCOORD;
};
fixed4 _MainColor;
fixed4 _HighLightColor;
float _HighLightNum;
fixed3 getLembertColor(in float3 wnormal)
{
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 color = _LightColor0.rgb * _MainColor.rgb * max(0,dot(wnormal,lightDir));
return color;
}
fixed3 getBlinnPhongColor(in float3 wpos, in float3 wnormal)
{
float3 viewDic = normalize(_WorldSpaceCameraPos.xyz - wpos);
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 halfDir = normalize(viewDic + lightDir);
fixed3 color = _LightColor0.rgb * _HighLightColor.rgb * pow(max(0,dot(wnormal,halfDir)),_HighLightNum);
return color;
}
v2f vert (appdata_base v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.normal = UnityObjectToWorldNormal(v.normal);
data.wpos = mul(unity_ObjectToWorld,v.vertex);
return data;
}
fixed4 frag (v2f i) : SV_Target
{
float3 wnormal = normalize(i.normal);
fixed3 lambertColor = getLembertColor(wnormal);
fixed3 blinnPhongColor = getBlinnPhongColor(i.wpos,wnormal);
fixed3 color = UNITY_LIGHTMODEL_AMBIENT + lambertColor + blinnPhongColor;
return fixed4(color,1);
}
ENDCG
}
}
}