基础光照模型系列

  1. 高洛德高光反射 (Gouraud Specular)
  2. Phong 逐像素高光反射
  3. Blinn-Phong 光照模型(半角向量优化)
  4. 包含法线贴图与阴影接收的工程级实现

高光反射效果对比


(左:高洛德高光反射,中:Phong 逐像素高光反射,右:Blinn-Phong 光照模型)


1. 高洛德高光反射 (Gouraud Specular)

原理说明:在**顶点着色器(Vertex Shader)**中计算反射向量 ,再与视线方向 做点积求高光。由于高光区域在顶点间非线性变化,顶点插值容易导致高光区域失真或“漏掉”高光斑,现代引擎极少使用。

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Shader "Custom/GouraudSpecular" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
_Specular ("Specular Color", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20 // 控制高光光斑大小与锐度
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;

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);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

// 漫反射计算
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));

// 反射光向量 reflect(入射方向, 法线)
fixed3 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);

// 高光计算:pow(dot(v, r), gloss)
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

o.color = ambient + diffuse + specular;
return o;
}

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

2. Phong 逐像素高光反射 (Pixel Specular)

原理说明:在**片元着色器(Fragment Shader)**中逐像素计算反射光向量与视线方向的点积,高光斑边缘过渡柔和真实。

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Shader "Custom/PixelSpecular" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
_Specular ("Specular Color", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;

struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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 reflectDir = normalize(reflect(-worldLightDir, worldNormal));
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);

fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss);

return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}

3. Blinn-Phong 光照模型(半角向量优化)

原理说明:引入半角向量(Half Vector) 。通过计算法线与半角的点积 替代反射向量 ,省去了复杂的 reflect() 运算,性能更高,且在大入射角观察时的高光更平滑。

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Shader "Custom/BlinnPhong" {
Properties {
_Diffuse ("Diffuse Color", Color) = (1, 1, 1, 1)
_Specular ("Specular Color", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"

fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;

struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};

v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
// Blinn-Phong 核心:半角向量
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);

return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}

4. 工业级工程应用:法线贴图 + Blinn-Phong + 阴影与双 Pass

原理说明:支持切线空间法线解包、主光源阴影衰减(AutoLight.cginc)以及前向附加光照(ForwardAdd)。

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Shader "Custom/BumpedBlinnPhongWithShadow" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Specular ("Specular Color", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}

// Base Pass
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;
fixed4 _Specular; float _Gloss;

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 viewDir = normalize(UnityWorldSpaceViewDir(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));

fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);

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

// Add Pass
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;
fixed4 _Specular; float _Gloss;

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 viewDir = normalize(UnityWorldSpaceViewDir(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));

fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);

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

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