【兰伯特光照与Blinn_Phong光照】

<1>兰伯特与半兰伯特orm

Shader "Tang/614/Lambert"{

    Properties{
		_Color("Tin Color",Color) = (1,1,1,1)

	}

	SubShader{
		Pass{
			Tags { "LightMode" = "ForwardBase" }
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"
			fixed4 _Color;

			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL; 
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
			};

			v2f vert(a2v v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				return o;
			}
			//兰伯特光照
			fixed4 frag(v2f i):SV_Target{
				fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 worldNormal = normalize(i.worldNormal);
				//兰伯特
				//fixed3 diffuse = _LightColor0.rgb*_Color.rgb* saturate(dot(lightDir,worldNormal));
				//半兰伯特
				fixed halfLambert = dot(lightDir,worldNormal)*0.5+0.5;
				fixed3 diffuse = _LightColor0.rgb*_Color.rgb* halfLambert;
				return fixed4(diffuse,1);
			}
			ENDCG
		}
	}

}

  <2>Blinn与Phong高光blog

Shader "Tang/614/Blinn"{
    Properties{
		_Color("漫反射",Color) = (1,1,1,1)
		_Specular("高光",Color) = (1,1,1,1)
		_Gloss("高光光滑度",Range(1,64)) = 2
	}

	SubShader{
		Pass{
			Tags {"LightMode" = "ForwardBase"}
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"
			fixed4 _Color;
			fixed4 _Specular;
			fixed _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;
			}
			//blinn高光
			fixed4 frag(v2f i):SV_Target{
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);

				//环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				//漫反射颜色
				//fixed halfLambert = dot(worldNormal,lightDir)*0.5+0.5;
				fixed lambert = saturate(dot(worldNormal,lightDir));
				fixed3 diffuse = _LightColor0.rgb*_Color.rgb*lambert;
				//高光 
				//blinn高光 再也不求反射 而是引入一个新的向量 h = 视角+入射光 再用h与法线点乘
				//phong高光 用入射和法线求出反射n,再用n与视角点乘
				//上面2者的效果差很少,有些时候前者更是咱们想要的效果,并且前者计算开销少些
				fixed3 viewDir = UnityWorldSpaceViewDir(i.worldPos);
				fixed3 h = normalize(lightDir+viewDir);
				fixed3 specular = _LightColor0.rgb*_Color.rgb* pow( saturate( dot(h,worldNormal) ),_Gloss);
				return fixed4(ambient+diffuse+specular,1);				
			}

			ENDCG
		}

	}

}

  <3>采样反照率贴图的Blinnip

Shader "Tang/614/BlinnTex"{
	Properties{
		_MainTex("反照贴图",2D) = "white" { }
		_Color("Tin Color",Color) = (1,1,1,1)
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Specular Gloss",Range(1,64)) = 8
	}
	SubShader{
		Pass{
			Tags {"LightMode" = "ForwardBase"}
			CGPROGRAM
			#pragma vertex vert 
			#pragma fragment frag 
			#include "Lighting.cginc"
			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
				float4 texcoord:TEXCOORD0;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
				float2 uv:TEXCOORD2;
			};
			sampler2D _MainTex;float4 _MainTex_ST;
			fixed4 _Color;
			fixed4 _Specular;
			fixed _Gloss;

			v2f vert(a2v v){
                v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
				return o;
			}

			fixed4 frag(v2f i):SV_Target{
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 viewDir = UnityWorldSpaceViewDir(i.worldPos);
				//反照率
				fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_Color.rgb;
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
				fixed lambert = saturate(dot(worldNormal,lightDir));
				fixed3 diffuse = _LightColor0.rgb*albedo*lambert;
				
				fixed3 h = normalize(viewDir+lightDir);
				fixed sp = pow( saturate(dot(h,worldNormal)) ,_Gloss );
				fixed3 specular = _LightColor0.rgb*_Specular.rgb*sp;

				return fixed4(ambient+diffuse+specular,1);


			}

			ENDCG
		}

	}

}