這裏有一些自定義光照模型和Surface Shaders的例子。一般的Surface Shader例子在這裏。html
因爲延遲光照在某些自定義的逐材質光照模型中表現得並很差,在下面大多數例子中,咱們讓shader只編譯到正向渲染中。app
讓咱們以使用內建Lambert光照模型的shader做爲開始吧!函數
Shader "Example/Diffuse Texture" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" }
下面是使用一張紋理貼圖和不使用一張真實的紋理貼圖的樣子(此場景中有一個方向光)spa
如今,咱們來作個徹底同樣的,可是使用咱們本身的光照模型,而不是內建Lambert光照模型。Surface Shader光照模型僅是一些咱們須要編寫的函數。這裏有一個簡單的Lambert光照模型。注意到只有CGPROGRAM部分發生了改變,周邊的shader代碼是徹底同樣的:code
Shader "Example/Diffuse Texture" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf SimpleLambert half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half4 c; c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 2); c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" }
因此咱們的簡單漫反射光照模型就是LightingSimpleLambert
函數。它經過計算表面法線和光線方向的點積來計算光照,而後應用光照衰減和顏色。orm
這裏是環繞漫反射——漫反射光照的修改版,即照明環繞在物體的邊緣。它對用來仿照次表面散射效果頗有用。由於只是CGPROGRAM 部分發生了改變,老生常談一次,周邊的shader代碼就省略了:htm
...ShaderLab code... CGPROGRAM #pragma surface surf WrapLambert half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half diff = NdotL * 0.5 + 0.5; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2); c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG ...ShaderLab code...
下面是一個"漸變(Ramp)"光照模型。它使用一張漸變紋理來定義表面怎樣對光線和法線的夾角作出反應。這能用來實現多種效果,包括卡通光照。blog
...ShaderLab code... CGPROGRAM #pragma surface surf Ramp sampler2D _Ramp; half4 LightingRamp (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half diff = NdotL * 0.5 + 0.5; half3 ramp = tex2D (_Ramp, float2(diff)).rgb; half4 c; c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG ...ShaderLab code...
下面是一個簡單鏡面光照模型。這對於內置的BlinnPhong實際所作的內容來講很是簡單。咱們把它放在這來講明它是如何工做的。get
...ShaderLab code... CGPROGRAM #pragma surface surf SimpleSpecular half4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { half3 h = normalize (lightDir + viewDir); half diff = max (0, dot (s.Normal, lightDir)); float nh = max (0, dot (s.Normal, h)); float spec = pow (nh, 48.0); half4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten * 2); c.a = s.Alpha; return c; } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG ...ShaderLab code...
咱們將以這樣一個shader做爲開始:它模仿內置的光照貼圖解碼工做,使用Unity自帶的DecodeLightmap函數解碼lightmap中儲存的數據信息,以及使用自帶的UNITY_DIRBASIS宏定義方向光照貼圖(Directional lightmap)的基本向量: it
Shader "Example/Standard Lightmap Decoding" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Standard half4 LightingStandard (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half4 c; c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 2); c.a = s.Alpha; return c; } inline fixed4 LightingStandard_SingleLightmap (SurfaceOutput s, fixed4 color) { half3 lm = DecodeLightmap (color); return fixed4(lm, 0); } inline fixed4 LightingStandard_DualLightmap (SurfaceOutput s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade) { half3 lm = lerp (DecodeLightmap (indirectOnlyColor), DecodeLightmap (totalColor), indirectFade); return fixed4(lm, 0); } inline fixed4 LightingStandard_StandardLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, bool surfFuncWritesNormal) { UNITY_DIRBASIS half3 lm = DecodeLightmap (color); half3 scalePerBasisVector = DecodeLightmap (scale); if (surfFuncWritesNormal) { half3 normalInRnmBasis = saturate (mul (unity_DirBasis, s.Normal)); lm *= dot (normalInRnmBasis, scalePerBasisVector); } return fixed4(lm, 0); } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" }
如今,讓咱們爲光照貼圖中儲存的光添加些色調映射(tone mapping):
Shader "Example/Tonemapped Lightmap Decoding" { Properties { _MainTex ("Texture", 2D) = "white" {} _Gain ("Lightmap tone-mapping Gain", Float) = 1 _Knee ("Lightmap tone-mapping Knee", Float) = 0.5 _Compress ("Lightmap tone-mapping Compress", Float) = 0.33 } SubShader { Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Tonemapped half4 LightingTonemapped (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half4 c; c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 2); c.a = s.Alpha; return c; } half _Gain; half _Knee; half _Compress; inline half3 TonemapLight (half3 i) { i *= _Gain; return (i > _Knee)? (((i - _Knee)*_Compress)+_Knee): i; } inline fixed4 LightingTonemapped_SingleLightmap (SurfaceOutput s, fixed4 color) { half3 lm = TonemapLight(DecodeLightmap (color)); return fixed4(lm, 0); } inline fixed4 LightingTonemapped_DualLightmap (SurfaceOutput s, fixed4 totalColor, fixed4 indirectOnlyColor, half indirectFade) { half3 lm = TonemapLight(lerp (DecodeLightmap (indirectOnlyColor), DecodeLightmap (totalColor), indirectFade)); return fixed4(lm, 0); } inline fixed4 LightingTonemapped_StandardLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, bool surfFuncWritesNormal) { UNITY_DIRBASIS half3 lm = TonemapLight(DecodeLightmap (color)); half3 scalePerBasisVector = DecodeLightmap (scale); if (surfFuncWritesNormal) { half3 normalInRnmBasis = saturate (mul (unity_DirBasis, s.Normal)); lm *= dot (normalInRnmBasis, scalePerBasisVector); } return fixed4(lm, 0); } struct Input { float2 uv_MainTex; }; sampler2D _MainTex; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" }