庄懂课L10

OutSchoolPro的代码实现

个人感觉只要搞清楚那些点积的意义就能写出来

float ndotl = dot(nDirWS , lDirWS);    //Lambert  法线方向和光方向做点积

float vdotr = dot(vDirWS , lrDirWS);  //Phong      光源的反射方向和视角方向做点积

float vdotn = dot(vDirWS , nDirWS);  //CubeMap视角方向和法线方向做点积

fresnel是1减视角方向和法线方向的点积结果

直接光照部分

(basecolor乘Lambert加上高光色乘Phong ) 乘遮挡阴影

环境光部分

(base乘环境三色  再乘   一个漫反射强度   加上cubemap乘fresnel再乘一个高光强度*光滑度贴图)* AO

返回值

直接光+环境光+自发光

Shader "AP1/L10/OutSchoolPro" {
    Properties {
        [Header(Texture)]
               _MainTex  ("RGB : 基础颜色  A : 环境光遮蔽" , 2D ) = "white"{}
               _NormTex ("RGB : 法线贴图",2D) = "bump"{}
               _SpecTex  ("RGB : 高光颜色  A : 高光次幂" , 2D) = "gray"{}
               _EmitTex  ("RGB : 自发光" , 2D) = "black"{}
               _Cubemap  ("RGB : 环境贴图" , Cube) = "_Skybox"{}
        [Header(Diffuse)]
              _MainCol ("基本色" , Color) = (0.5 , 0.5 , 0.5 , 1.0)
              _EnvDiffInt ("环境漫反射强度" , Range(0 , 1)) = 0.2
              _EnvUpCol( "环境水平颜色", Color) = (1.0 , 1.0 , 1.0 , 1.0)
              _EnvSideCol ("环境水平颜色", Color ) = (0.5 , 0.5 , 0.5 , 1.0 )
              _EnvDownCol ("环境地表颜色" , Color) = (0.0 , 0.0 , 0.0 ,0.0)
        [Header(Specular)]
              _SpecPow    ("高光次幂",    Range(1, 90))       = 30
             _EnvSpecInt ("环境镜面反射强度", Range(0, 5))   = 0.2
             _FresnelPow ("菲涅尔次幂", Range(0, 5))         = 1
             _CubemapMip ("环境球Mip", Range(0, 7))          = 0
        [Header(Emission)]
            _EmitInt    ("自发光强度", range(1, 10))         = 1   
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
                   
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            // 追加投影相关包含文件
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma target 3.0

            // 输入参数
            // Texture
            uniform sampler2D _MainTex;
            uniform sampler2D _NormTex;
            uniform sampler2D _SpecTex;
            uniform sampler2D _EmitTex;
            uniform samplerCUBE _Cubemap;

            // Diffuse
            uniform float3 _MainCol;
            uniform float _EnvDiffInt;
            uniform float3 _EnvUpCol;
            uniform float3 _EnvSideCol;
            uniform float3 _EnvDownCol;

            // Specular
            uniform float _SpecPow;
            uniform float _FresnelPow;
            uniform float _EnvSpecInt;
            uniform float _CubemapMip;

            // Emission
            uniform float _EmitInt;
            
            // 输入结构
            struct VertexInput {
                float4 vertex : POSITION;   //顶点信息Get
                float2 uv0 : TEXCOORD0;       //UV信息Get
                float4 normal : NORMAL;      //法线信息Get
                float4 tangent : TANGENT;  //切线信息
            };

            // 输出结构
            struct VertexOutput {
                float4 pos : SV_POSITION;     //屏幕空间顶点位置
                float2 uv0 : TEXCOORD0;           //UV0
                float4 posWS : TEXCOORD1;    //世界空间顶点位置
                float3 nDirWS : TEXCOORD2;  //世界空间法线方向
                float3 tDirWS : TEXCOORD3;  //世界空间切线方向
                float3 bDirWS : TEXCOORD4;  //世界空间副切线方向
                LIGHTING_COORDS(5,6)
            };

            // 顶点shader和像素shader实际上是两个函数  中间土黄色的名字是函数名
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                    o.pos = UnityObjectToClipPos( v.vertex );
                    o.uv0 = v.uv0;
                    o.posWS = mul(unity_ObjectToWorld,v.vertex);       //顶点位置 OS
                    o.nDirWS = UnityObjectToWorldNormal(v.normal);  // 法线方向 OS>WS
                    o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS
                    o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w);  // 副切线方向
                    TRANSFER_VERTEX_TO_FRAGMENT(o)                  // 投影相关
                return o;                                           // 返回输出结构
            }

            // 可以把float4理解为输出的一个RGBA的颜色信息
            float4 frag(VertexOutput i) : COLOR {
                // 准备向量
                float3 nDirTS = UnpackNormal(tex2D(_NormTex , i.uv0)).rgb;
                float3x3 TBN = float3x3(i.tDirWS , i.bDirWS , i.nDirWS);
                float3 nDirWS = normalize(mul(nDirTS , TBN));

                float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
                float3 vrDirWS = reflect(vDirWS , nDirWS);
                float3 lDirWS = _WorldSpaceLightPos0.xyz;
                float3 lrDirWS = reflect(-lDirWS , nDirWS);

                // 准备点积结果
                float ndotl = dot(nDirWS , lDirWS);    //Lambert
                float vdotr = dot(vDirWS , lrDirWS);  //Phong
                float vdotn = dot(vDirWS , nDirWS);  //CubeMap

                // 采样纹理
                float4 var_MainTex = tex2D(_MainTex , i.uv0);
                float4 var_SpecTex = tex2D(_SpecTex , i.uv0);
                float3 var_EmitTex = tex2D(_EmitTex, i.uv0).rgb;
                float3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(_CubemapMip, 0.0, var_SpecTex.a))).rgb;
                
                // 光照模型(直接光照部分)
                float3 baseCol = var_MainTex.rgb * _MainCol;
                float lambert = max(0.0 , ndotl);
                
                float specCol = var_SpecTex.rgb;
                float specPow = lerp(1,_SpecPow , var_SpecTex.a);
                float phong = pow(max(0.0 , vdotr) , specPow);

                float shadow = LIGHT_ATTENUATION(i);
                float3 dirLighting = (baseCol * lambert + specCol * phong) * _LightColor0 * shadow;
                
                // 光照模型(环境光部分)
                float upMask = max(0.0 , nDirWS.g);
                float downMask = max(0.0 , -nDirWS.g);
                float sideMask = 1.0 - upMask - downMask; 
                float3 envCol = _EnvUpCol * upMask + _EnvDownCol * downMask + _EnvSideCol * _EnvSideCol;

                float frenel = pow(max(0.0 , 1.0 - vdotn) , _FresnelPow);

                float occlusion = var_MainTex.a;

                float3 envLighting = (baseCol * envCol * _EnvDiffInt + var_Cubemap * frenel * _EnvSpecInt * var_SpecTex.a) * occlusion;
                
                // 光照模型(自发光部分)
                float emitInt = _EmitInt * (sin(frac(_Time.z)) * 0.5 + 0.5);
                float3 emission = var_EmitTex * emitInt;

                float3 finalRGB = dirLighting + envLighting + emission;
                return float4(finalRGB,1.0);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

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转载自blog.csdn.net/xu1747902112/article/details/130256148