1. 程式人生 > >《Unity Shader入門精要》自學筆記(一)

《Unity Shader入門精要》自學筆記(一)

Shader "Custom/zhudingdian" {
Properties {
_Diffuse("Diffuse",color) = (1,1,1,1)
//用於顏色設定
}
SubShader {
pass{
tags{"LightMode" = "ForwardBase"}
CGPROGRAM

float4 _Diffuse;

//取用設定中的顏色資訊

#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"


struct a2v {
float4 vertex:POSITION;
float3 normal :NORMAL;


};


struct v2f{
float4 pos :SV_POSITION;
float3 color :color;
};


v2f vert(a2v i){
v2f o;

o.pos = mul(UNITY_MATRIX_MVP,i.vertex);

//將頂點座標變換到世界座標系

float3 worldNormal = normalize(mul(i.normal,(float3x3)unity_WorldToObject));

//把頂點法線變換到世界座標系

float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

//取得環境光的顏色資訊

float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

//獲得世界中光的入射資訊

float3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal,worldLight));

//進行計算。公式為 :入射光資訊*自身反射資訊*(法線和入射光的點積)

o.color = ambient + diffuse;

//加入環境光

return o;
}


fixed4 frag(v2f i):SV_Target{
return float4(i.color,1.0);
}
ENDCG
}
}
FallBack "Diffuse"

}

以上為逐頂點計算,為非線性,過度較為不均勻

增加:逐畫素計算也貼上

Shader "Custom/zhuxiangsu" {
Properties {
_Diffuse("Diffuse",color) = (1,1,1,1)
}
SubShader {
pass{
tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
float4 _Diffuse;


struct a2v{
float4 vertex :POSITION;
float3 normal :NORMAL;
};


struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormal:TEXCOORD0;
};


v2f vert(a2v i){
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,i.vertex);
o.worldNormal = mul(i.normal,(float3x3)unity_WorldToObject);
return o;
}


fixed4 frag(v2f i):SV_Target{
float3 worldNormal = normalize(i.worldNormal);
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*saturate(dot(worldNormal,worldLight));
fixed3 color = diffuse + ambient;
return fixed4(color,1.0);
}
ENDCG


}
}
FallBack "Diffuse"
}

逐畫素過度較為均勻,但是消耗增加