unity-shader-tutorial-baseLight

buildin效果图

urp效果图

BaseLight.shader

BaseLight.shader
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Shader "HHF/Tutorial/BaseLight"
{
Properties
{
_DiffuseColor ("Diffuse Color", Color) = (1, 1, 1, 1)
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_SpecularGloss ("Gloss Color", Range(8.0, 256)) = 20

[KeywordEnum(Phong,BlinnPhong)]_SpecularMode("SpecularMode", int)=0
}

SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _SPECULARMODE_PHONG _SPECULARMODE_BLINNPHONG
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};

struct v2f {
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
};

CBUFFER_START(UnityPerMaterial)
half4 _DiffuseColor;
half4 _SpecularColor;
float _SpecularGloss;
CBUFFER_END

v2f vert(appdata v) {
v2f o = (v2f)0;

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
o.positionWS = TransformObjectToWorld(v.vertex.xyz);

return o;
}

half4 frag(v2f i) : SV_Target {

half4 c = 1;

Light mainLight = GetMainLight();

// 环境光
half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
c.rgb = ambient;

// 漫反射
half3 N = normalize(i.normalWS);
half3 L = normalize(mainLight.direction);
half3 diffuse = mainLight.color * _DiffuseColor.rgb * saturate(dot(N, L));
c.rgb += diffuse; // diffuse * 0.5 + 0.5;

// 高光
half3 R = normalize(reflect(-L, N));
half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz);

#if _SPECULARMODE_PHONG
// phone
half ROV = dot(R, V);
half3 specular = mainLight.color * _SpecularColor.rgb * pow(saturate(ROV), _SpecularGloss);
c.rgb += specular;
#endif

#if _SPECULARMODE_BLINNPHONG
// blinnphong
half3 H = normalize(L + V);
half NOH = dot(N, H);
half3 specular = mainLight.color * _SpecularColor.rgb * pow(max(0, NOH), _SpecularGloss);
c.rgb += specular;
#endif

return c;
}

ENDHLSL
}
}

SubShader
{
Tags { "RenderType"="Opaque" }

Pass {
CGPROGRAM

#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _SPECULARMODE_PHONG _SPECULARMODE_BLINNPHONG
#include "Lighting.cginc"

struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};

struct v2f {
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
};

half4 _DiffuseColor;
half4 _SpecularColor;
float _SpecularGloss;

v2f vert(appdata v) {
v2f o = (v2f)0;

o.positionCS = UnityObjectToClipPos(v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
o.positionWS = mul(UNITY_MATRIX_M, v.vertex);

return o;
}

half4 frag(v2f i) : SV_Target {

half4 c = 1;

// 环境光
half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
c.rgb = ambient;

// 漫反射
half3 N = normalize(i.normalWS);
half3 L = normalize(_WorldSpaceLightPos0.xyz);
half3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * saturate(dot(N, L));
c.rgb += diffuse; // diffuse * 0.5 + 0.5;

// 高光
half3 R = normalize(reflect(-L, N));
half3 V = normalize(_WorldSpaceCameraPos.xyz - i.positionWS.xyz);

#if _SPECULARMODE_PHONG
// phone
half ROV = dot(R, V);
half3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(saturate(ROV), _SpecularGloss);
c.rgb += specular;
#endif

#if _SPECULARMODE_BLINNPHONG
// blinnphong
half3 H = normalize(L + V);
half NOH = dot(N, H);
half3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, NOH), _SpecularGloss);
c.rgb += specular;
#endif

return c;
}

ENDCG
}
}
}