同时处理阴影和光照衰减的Shader
- 源码:
Shader \"_MyShader/6_Light/2_ShadowAndAttenuation\"
{
Properties
{
_DiffuseColor (\"DiffuseColor\",COLOR) =(1,1,1,1)
_SpecularColor (\"SpecularColor\",COLOR) =(1,1,1,1)
_SpecularRange (\"SpecularRange\",Range(5,100)) = 20
}
SubShader
{
Pass
{
Tags{\"LightMode\" = \"Forward \"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwd
#include \"Lighting.cginc\"
#include \"AutoLight.cginc\"
fixed4 _DiffuseColor;
fixed4 _SpecularColor;
float _SpecularRange;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormalDir:POSITION1;
fixed3 worldLightDir:POSITION2;
half3 reflectDir:POSITION3;
fixed3 worldViewDir:POSITION4;
//Blinn-Phong
fixed3 blinn_Phong_Dir:POSITION5;
//声明阴影坐标
float4 worldPos:POSITION6;
SHADOW_COORDS(2)
};
v2f vert(a2v v){
v2f o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.worldPos = mul(_ 2World,v.vertex);
o.worldLightDir = normalize(_WorldSpaceLightPos0);
o.worldNormalDir = normalize(mul(v.normal,(float3x3)_World2 ));
//计算反射向量
o.reflectDir = normalize(reflect(-o.worldLightDir,o.worldNormalDir));
//计算视角向量
o.worldViewDir = normalize(_WorldSpaceCameraPos - mul(_ 2World,v.vertex));
//Blinn-Phong
o.blinn_Phong_Dir = normalize(o.worldLightDir + o.worldViewDir);
//计算并输出阴影坐标
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i):SV_Target{
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
//漫反射阶段
fixed3 ambientColor=UNITY_LIGHTMODEL_AMBIENT;
fixed3 diffuseColor = _LightColor0 * _DiffuseColor*saturate(dot(i.worldNormalDir,i.worldLightDir));
//高光阶段
fixed3 specularColor = _LightColor0 * _SpecularColor * pow(saturate(dot(i.reflectDir,i.worldViewDir)),_SpecularRange);
//Blinn-Phong光照
//fixed3 specularColor = _LightColor0 * _SpecularColor * pow(saturate(dot(i.worldNormalDir,i.blinn_Phong_Dir)),_SpecularRange);
fixed4 col = fixed4(ambientColor + (diffuseColor + specularColor) * atten,1);
return col;
}
ENDCG
}
//-----------------------------------------------------------------------------------------------------
Pass
{
Tags{\"LightMode\" = \"ForwardAdd\"}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#include \"Lighting.cginc\"
#include \"AutoLight.cginc\"
fixed4 _DiffuseColor;
fixed4 _SpecularColor;
float _SpecularRange;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormalDir:POSITION1;
fixed3 worldLightDir:POSITION2;
half3 reflectDir:POSITION3;
fixed3 worldViewDir:POSITION4;
//Blinn-Phong
fixed3 blinn_Phong_Dir:POSITION5;
float4 worldPos:POSITION6;
SHADOW_COORDS(2)
};
v2f vert(a2v v){
v2f o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.worldPos = mul(_ 2World,v.vertex);
#ifdef USING_DIRECTIONAL_LIGHT
o.worldLightDir = normalize(_WorldSpaceLightPos0);
#else
o.worldLightDir = normalize(_WorldSpaceLightPos0 - o.worldPos);
#endif
o.worldNormalDir = normalize(mul(v.normal,(float3x3)_World2 ));
//计算反射向量
o.reflectDir = normalize(reflect(-o.worldLightDir,o.worldNormalDir));
//计算视角向量
o.worldViewDir = normalize(_WorldSpaceCameraPos - mul(_ 2World,v.vertex));
//Blinn-Phong
o.blinn_Phong_Dir = normalize(o.worldLightDir + o.worldViewDir);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i):SV_Target{
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos.xyz)
//漫反射阶段
//fixed3 ambientColor=UNITY_LIGHTMODEL_AMBIENT;
fixed3 diffuseColor = _LightColor0 * _DiffuseColor*saturate(dot(i.worldNormalDir,i.worldLightDir));
//高光阶段
fixed3 specularColor = _LightColor0 * _SpecularColor * pow(saturate(dot(i.reflectDir,i.worldViewDir)),_SpecularRange);
//Blinn-Phong光照
//fixed3 specularColor = _LightColor0 * _SpecularColor * pow(saturate(dot(i.worldNormalDir,i.blinn_Phong_Dir)),_SpecularRange);
fixed4 col = fixed4((diffuseColor + specularColor) * atten,1);
return col;
}
ENDCG
}
}
FallBack \"VertexLit\"
}
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