Blinn-Phong模型

时间:2023-12-29 13:02:38

最近在看基础光照模型,比较感兴趣的是高光反射模型,有下列两种:

1.Phong模型

Blinn-Phong模型

  

R = 2*N(dot(N, L)) - L

specular = lightColor * SpecularColor*(max(V· R, 0)) ^shininess;

2.Blinn-Phong模型

Blinn-Phong模型

引入了H,Blinn模型不仅在速度上更快,而且更符合实际。

H = normalize(L+V)

specular = lightColor * SpecularColor*(max(N· H, 0)) ^shininess;

下面上Shader代码

 Shader "基础光照/BlinnPhongShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SpecularColor("SpecColor",Color) = (,,,)
_DiffuseColor("DiffuseColor",Color) = (,,,)
_Gloss("Gloss",Range(,)) =
}
SubShader
{
Tags{"RenderType"="Opaque"}
//Cull Off ZWrite Off ZTest Always Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "UnityCG.cginc" struct appdata
{
float4 pos : POSITION;
float3 normal : NORMAL;
float2 uv: TEXCOORD0; }; struct v2f
{ float4 pos: SV_POSITION; float2 uv :TEXCOORD0; float3 normal : TEXCOORD1; float4 worldPos : TEXCOORD2;
}; v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.pos);
o.worldPos= mul(_Object2World,v.pos);
o.normal = normalize( mul(v.normal,(float3x3)_World2Object));
o.uv = v.uv;
return o;
} sampler2D _MainTex;
fixed4 _DiffuseColor;
fixed4 _SpecularColor;
float _Gloss; fixed4 frag(v2f i): SV_Target
{
//计算环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; float3 worldNormal = i.normal; float3 worldLightDir = -normalize(_WorldSpaceLightPos0.xyz); //计算漫反射
fixed3 diffuse = _LightColor0.rgb*_DiffuseColor*saturate(dot(worldNormal,worldLightDir)); //计算高光反射 float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); fixed3 h = normalize(worldLightDir+viewDir); fixed3 specular = _LightColor0.rgb*_SpecularColor*(pow(saturate(dot(h,worldNormal)),_Gloss));
fixed4 col = tex2D(_MainTex,i.uv);
return col*fixed4(ambient+diffuse+specular,1.0);
} ENDCG
}
}
FallBack "Specular"
}

效果展示

Blinn-Phong模型

Blinn-Phong模型