shader入门精要在前向渲染中处理不同的光源类型(笔记19)

匿名 (未验证) 提交于 2019-12-02 23:43:01
// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'  Shader "Unity Shaders Book/Chapter 9/Forward Rendering" { 	Properties { 		_Diffuse ("Diffuse", Color) = (1, 1, 1, 1) 		_Specular ("Specular", Color) = (1, 1, 1, 1) 		_Gloss ("Gloss", Range(8.0, 256)) = 20 	} 	SubShader { 		Tags { "RenderType"="Opaque" } 		 		Pass { 			// Pass for ambient light & first pixel light (directional light) 			Tags { "LightMode"="ForwardBase" } 		 			CGPROGRAM 			 			// Apparently need to add this declaration  			#pragma multi_compile_fwdbase	 			 			#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 = UnityObjectToWorldNormal(v.normal); 				 				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 				 				return o; 			} 			 			fixed4 frag(v2f i) : SV_Target { 				fixed3 worldNormal = normalize(i.worldNormal); 				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); 				 				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; 				 			 	fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir));  			 	fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 			 	fixed3 halfDir = normalize(worldLightDir + viewDir); 			 	fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);  				fixed atten = 1.0; 				 				return fixed4(ambient + (diffuse + specular) * atten, 1.0); 			} 			 			ENDCG 		} 	 		Pass { 			// Pass for other pixel lights 			Tags { "LightMode"="ForwardAdd" } 			 			Blend One One 		 			CGPROGRAM 			 			// Apparently need to add this declaration 			#pragma multi_compile_fwdadd 			 			#pragma vertex vert 			#pragma fragment frag 			 			#include "Lighting.cginc" 			#include "AutoLight.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 = UnityObjectToWorldNormal(v.normal); 				 				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 				 				return o; 			} 			 			fixed4 frag(v2f i) : SV_Target { 				fixed3 worldNormal = normalize(i.worldNormal); 				#ifdef USING_DIRECTIONAL_LIGHT 					fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz); 				#else 					fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz); 				#endif 				 				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(0, dot(worldNormal, worldLightDir)); 				 				fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 				fixed3 halfDir = normalize(worldLightDir + viewDir); 				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss); 				 				#ifdef USING_DIRECTIONAL_LIGHT 					fixed atten = 1.0; 				#else 					#if defined (POINT) 				        float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)).xyz; 				        fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; 				    #elif defined (SPOT) 				        float4 lightCoord = mul(unity_WorldToLight, float4(i.worldPos, 1)); 				        fixed atten = (lightCoord.z > 0) * tex2D(_LightTexture0, lightCoord.xy / lightCoord.w + 0.5).w * tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL; 				    #else 				        fixed atten = 1.0; 				    #endif 				#endif  				return fixed4((diffuse + specular) * atten, 1.0); 			} 			 			ENDCG 		} 	} 	FallBack "Specular" }  
文章来源: https://blog.csdn.net/huahuakucha/article/details/92003747
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