鸟语天空
自定义光照模型
post by:追风剑情 2016-1-17 18:31

一、创建Shader

Shader "Custom/BlinnPhong" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)//色调
		_SpecularColor ("Specular Color", Color) = (1,1,1,1)//高光颜色
		_SpecPower ("Specular Power", Range(0.1, 60)) = 3//高光强度
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		//使用自定义光照模型
		#pragma surface surf CustomBlinnPhong

		sampler2D _MainTex;
		float4 _MainTint;
		float4 _SpecularColor;
		float _SpecPower;
		
		//创建自定义光照模型BlinnPhong
		inline fixed4 LightingCustomBlinnPhong (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
		{
			float3 halfVector = normalize(lightDir + viewDir);
			float diff = max(0, dot(s.Normal, lightDir));
			float nh = max(0, dot(s.Normal, halfVector));
			float spec = pow(nh, _SpecPower) * _SpecularColor;
			float4 c;
			c.rgb = (s.Albedo * _LightColor0.rgb * diff) + (_LightColor0.rgb + _SpecularColor.rgb * spec) * (atten * 2);
			c.a = s.Alpha;
			return c;
		}

		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex) ;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

二、创建Shere、Material

bb2.png

三、效果

bb1.png

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