基础光照模型系列

  1. 高洛德漫反射 (Gouraud Shading)
  2. Phong 逐像素漫反射
  3. Half-Lambert 半兰伯特漫反射
  4. 包含法线贴图与光照衰减的工程级实现

漫反射效果对比


(左:高洛德漫反射,中:Phong 逐像素漫反射,右:Phong 半兰伯特漫反射)


1. 高洛德漫反射 (Gouraud Diffuse)

原理说明:在**顶点着色器(Vertex Shader)**中计算漫反射光照,然后通过光栅化阶段插值传入片元着色器。计算量小、性能极高,但在低多边形网格表面容易产生明显的折线光照伪影。

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Shader "Custom/GouraudDiffuse" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed3 color : COLOR;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// 获取环境光 (由 Lighting.cginc 与 ForwardBase 决定)
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
// 在世界空间下获取平行光方向
fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
// 计算漫反射:_LightColor0 为光源颜色,saturate 将点积截取至 [0, 1]
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));

// 顶点颜色累加环境光与漫反射
o.color = ambient + diffuse;
return o;
}

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

2. Phong 逐像素漫反射 (Pixel Diffuse)

原理说明:顶点着色器仅负责将顶点法线转换到世界坐标系并传递给片元;在**片元着色器(Fragment Shader)**中对每个像素逐一归一化法线并计算点积光照。光照平滑细腻,能够完美呈现曲面阴影过渡。

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Shader "Custom/PixelDiffuse" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}

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

3. Phong 半兰伯特漫反射 (Half-Lambert)

原理说明:由 Valve 在《半条命》中提出,通过公式 dot(n, l) * 0.5 + 0.5 将标准朗伯光照 [-1, 1] 的范围重新映射到 [0, 1]。即使背面不受光也能保留环境阴影层次,有效防止暗部死黑,非常适合角色面部与皮肤渲染。

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Shader "Custom/HalfLambert" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}

fixed4 frag(v2f i) : SV_Target {
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
// 半兰伯特核心公式映射
fixed3 halfLambert = dot(worldNormal, worldLightDir) * 0.5 + 0.5;
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * halfLambert;
fixed3 color = ambient + diffuse;
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}

4. 工业级工程应用:法线贴图 + 阴影投射与光照衰减

原理说明:实际游戏项目中,漫反射通常配合切线空间法线贴图(Normal Map)与 Unity 前向渲染多 Pass(ForwardBase + ForwardAdd),以支持多光源累加与实时阴影投射(TRANSFER_SHADOW / SHADOW_ATTENUATION)。

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Shader "Custom/BumpedDiffuseWithShadow" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}

// Base Pass: 处理平行光、环境光与主阴影
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"

fixed4 _Color;
sampler2D _MainTex; float4 _MainTex_ST;
sampler2D _BumpMap; float4 _BumpMap_ST;

struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};

struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
SHADOW_COORDS(4)
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;

o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

TRANSFER_SHADOW(o);
return o;
}

fixed4 frag(v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));

fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));

UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
return fixed4(ambient + diffuse * atten, 1.0);
}
ENDCG
}

// Add Pass: 处理点光源与聚光灯累加
Pass {
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"

fixed4 _Color;
sampler2D _MainTex; float4 _MainTex_ST;
sampler2D _BumpMap; float4 _BumpMap_ST;

struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};

struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
SHADOW_COORDS(4)
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;

o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

TRANSFER_SHADOW(o);
return o;
}

fixed4 frag(v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));

fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));

UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
return fixed4(diffuse * atten, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}

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