多光源 MultipleLight
2024-09-06 07:07:27
使用2个Pass增加光照效果;
第一个Pass是基础光源,一般是第一个平行光;Tags{"LightMode" = "ForwardBase"}
第二个光源是增加的光源,一般是点光源;Tags{"LightMode" = "ForwardAdd"} Blend One One
混合:Blend
这里例如我们给一个模型贴一个材质,那么在某个点计算出来颜色值称为源,而该点之前累积的颜色值,叫目标。
语法
Blend SrcFactor DstFactor SrcFactor是源系数,DstFactor是目标系数
最终颜色 = (Shader计算出的点颜色值 * 源系数)+(点累积颜色 * 目标系数)
属性(往SrcFactor,DstFactor 上填的值)
one 1
zero 0
SrcColor 源的RGB值,例如(0.5,0.4,1)
SrcAlpha 源的A值, 例如0.6
DstColor 混合目标的RGB值例如(0.5,0.4,1)
DstAlpha 混合目标的A值例如0.6
OneMinusSrcColor (1,1,1) - SrcColor
OneMinusSrcAlpha 1- SrcAlpha
OneMinusDstColor (1,1,1) - DstColor
OneMinusDstAlpha 1- DstAlpha
我们在Pass中计算光源时,需要注意,是平行光还是点光源:
float3 lightDirection;
float atten; if(_WorldSpaceLightPos0.w==0.0)//平行光
{
atten = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz -i.posWorld.xyz;
float distance = length(fragmentToLightSource);
atten = 1.0/distance;
lightDirection = normalize(fragmentToLightSource);
}
源代码:
Shader "JQM/MultipleLight"
{
Properties
{
_Color("Color", color) = (1.0,1.0,1.0,1.0)
_SpecColor("Specular Color", color) = (1.0,1.0,1.0,1.0)
_Shininess("Shininess",float) =
_RimColor("Rim Coloe Color", color) = (1.0,1.0,1.0,1.0)
_RimPower("Rim Power",Range(0.1,10.0)) = 3.0 }
SubShader{
Pass{ Tags { "LightMode" = "ForwardBase"} CGPROGRAM
#pragma vertex vert
#pragma fragment frag //使用自定义变量
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float4 _RimColor;
uniform float _Shininess;
uniform float _RimPower; //使用Unity定义的变量
uniform float4 _LightColor0; struct vertexInput{
float4 vertex:POSITION;
float3 normal:NORMAL;
}; struct vertexOutput{
float4 pos:SV_POSITION;
float4 posWorld:TEXCOORD0;
float3 normalDir:TEXCOORD1;
}; //顶点程序
vertexOutput vert(vertexInput v)
{
vertexOutput o;
o.posWorld = mul(_Object2World, v.vertex);
o.normalDir = normalize( mul(float4(v.normal,0.0),_World2Object).xyz);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
} //片段程序
float4 frag(vertexOutput i):COLOR
{ float3 normalDirection = i.normalDir;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz- i.posWorld.xyz);
float3 lightDirection;
float atten; if(_WorldSpaceLightPos0.w==0.0)//平行光
{
atten = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz -i.posWorld.xyz;
float distance = length(fragmentToLightSource);
atten = 1.0/distance;
lightDirection = normalize(fragmentToLightSource);
} //灯光
float3 diffuseReflection = atten * _LightColor0.xyz * saturate( dot(normalDirection,lightDirection));
float3 specularReflection = atten * _LightColor0.xyz * _SpecColor.rgb*saturate( dot(normalDirection,lightDirection))*pow(saturate(dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess); //Rim Light
float rim= -dot(normalize(viewDirection),normalDirection);
float3 rimLighting = atten * _LightColor0.xyz * _RimColor.rgb*saturate(dot(normalDirection,lightDirection))*pow(rim,_RimPower);
float3 lightFinal = rimLighting + diffuseReflection+specularReflection+UNITY_LIGHTMODEL_AMBIENT.xyz;
return float4(lightFinal*_Color.xyz,1.0);
} ENDCG
} Pass{ Tags { "LightMode" = "ForwardAdd"}
Blend One One CGPROGRAM
#pragma vertex vert
#pragma fragment frag //使用自定义变量
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float4 _RimColor;
uniform float _Shininess;
uniform float _RimPower; //使用Unity定义的变量
uniform float4 _LightColor0; struct vertexInput{
float4 vertex:POSITION;
float3 normal:NORMAL;
}; struct vertexOutput{
float4 pos:SV_POSITION;
float4 posWorld:TEXCOORD0;
float3 normalDir:TEXCOORD1;
}; //顶点程序
vertexOutput vert(vertexInput v)
{
vertexOutput o;
o.posWorld = mul(_Object2World, v.vertex);
o.normalDir = normalize( mul(float4(v.normal,0.0),_World2Object).xyz);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
} //片段程序
float4 frag(vertexOutput i):COLOR
{ float3 normalDirection = i.normalDir;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz- i.posWorld.xyz);
float3 lightDirection;
float atten; if(_WorldSpaceLightPos0.w==0.0)//平行光
{
atten = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz -i.posWorld.xyz;
float distance = length(fragmentToLightSource);
atten = 1.0/distance;
lightDirection = normalize(fragmentToLightSource);
} //灯光
float3 diffuseReflection = atten * _LightColor0.xyz * saturate( dot(normalDirection,lightDirection));
float3 specularReflection = atten * _LightColor0.xyz * _SpecColor.rgb*saturate( dot(normalDirection,lightDirection))*pow(saturate(dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess); //Rim Light
float rim= -dot(normalize(viewDirection),normalDirection);
float3 rimLighting = atten * _LightColor0.xyz * _RimColor.rgb*saturate(dot(normalDirection,lightDirection))*pow(rim,_RimPower);
float3 lightFinal = rimLighting + diffuseReflection+specularReflection+UNITY_LIGHTMODEL_AMBIENT.xyz;
return float4(lightFinal*_Color.xyz,1.0);
} ENDCG
}
} }
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