漫反射的计算公式:
float brigthness=dot(normal,lightDir)------法线和光线方向得到亮度
float3 pixelColor=brightness*lightColor*surfaceColor------表面像素最终的颜色
1、定义漫反射的变量,法线向量
struct appdata
{
float4 vertex : POSITION;
float3 normal:Normal;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
};
一个是对象空间坐标的法向量,另一个是世界空间坐标的法向量;
2、将对象空间坐标变换到世界空间坐标
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldNormal = worldNormal;
return o;
}
3、片元着色器将其进行计算,输出最终的颜色
fixed4 frag (v2f i) : SV_Target
{
float3 normalDirection = normalize(i.worldNormal);
float nl = max(0.0, dot(normalDirection, _WorldSpaceLightPos0.xyz));
float4 diffuseTerm = nl *_Color;
return diffuseTerm;
}
当然还可以添加贴图
完整代码如下:
Shader "Unlit/DiffuseShader"
{
Properties
{
_Color("Color",Color) = (1,0,0,1)
_DiffuseTex("Texture",2D) = "white"{}
_Ambient("Ambient",Range(0,1))=0.25
}
SubShader
{
Tags { "RenderType" = "Opaque" "LightMode" = "ForwardBase"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _DiffuseTex;
float4 _DiffuseTex_ST;
float _Ambient;
struct appdata
{
float4 vertex : POSITION;
float3 normal:Normal;
float2 UV:TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float2 UV:TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldNormal = worldNormal;
o.UV = TRANSFORM_TEX(v.UV, _DiffuseTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 normalDirection = normalize(i.worldNormal);
float4 tex = tex2D(_DiffuseTex, i.UV);
float nl = max(_Ambient, dot(normalDirection, _WorldSpaceLightPos0.xyz));
float4 diffuseTerm = nl * tex*_Color;
return diffuseTerm;
}
ENDCG
}
}
}