漫反射:
Lambert:
公式: //diffuse = ambient + _parm*lightcolor* max(0, Dot(N,L))
- fixed4 frag (v2f i) : SV_Target
- {
- //diffuse = ambient + _parm*lightcolor* max(0, Dot(N,L))
- fixed3 ambient = unity_AmbientSky;
-
- fixed3 N = normalize(i.worldNormal);
-
- fixed3 diffuse = _parm*_LightColor0.rgb * max(0,dot(i.worldNormal,_WorldSpaceLightPos0));
-
- fixed3 color = ambient + diffuse;
- return fixed4(color,1);
- }
HalfLambert:
公式: diffuse = ambient + K * lightcolor* (Dot(N,L)*0.5+0.5)
- fixed4 frag (v2f i) : SV_Target
- {
- //diffuse = ambient + _parm*lightcolor*Dot(N,L)*0.5 + 0.5
- fixed3 ambient = unity_AmbientSky;
-
- fixed3 N = normalize(i.worldNormal);
-
- fixed3 L = normalize(_WorldSpaceLightPos0);
-
- fixed3 diffuse = _parm*_LightColor0.rgb *(dot(i.worldNormal,L)* 0.5 + 0.5);
-
- fixed3 color = ambient + diffuse;
- return fixed4(color,1);
- }
镜面反射:
Phong:
公式:Spcular = spacularColor + K*pow(max(0,dot(R,V)),shininess)
- //Phong
- //specular = specularcolor + k * pow(max(0,dot(R,v)),shininess)
- fixed3 V = normalize(_worldSpaceCameraPos - i.worldPos);
-
- fixed3 R = reflect(-L,N);
-
- fixed4 specular = fixed4(1) + 1 * pow(max(0,dot(R,V)),shininess);
Blin-Phong:
公式:Spcular = spacularColor + K*pow(max(0,dot(N,H)),shininess)
- //Blin-phong
- //specular = specularcolor + k * pow(max(0,dot(N,H)),shininess)
- float3 H = normalize(L + V);
- fixed3 BlinSpecular = fixed4(1) + 1 * pow(max(0,dot(N,V)),shininess);
物体的颜色= diffuse + spcular;
待补充。。。。