GameTech/URP 渲染实战
源码 / Ch05/BlinnPhong.shader
Ch05/BlinnPhong.shader
// 案例 5.5 Blinn-Phong 高光:用半程向量 H 代替反射向量 R
Shader "Cookbook/Ch05/BlinnPhong"
{
    Properties
    {
        [MainColor] _BaseColor("Base Color", Color) = (0.2, 0.35, 0.6, 1)
        _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
        _Shininess("Shininess", Range(1, 2048)) = 128
        _AmbientStrength("Ambient Strength", Range(0, 1)) = 1
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" }

        HLSLINCLUDE
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

        CBUFFER_START(UnityPerMaterial)
            half4 _BaseColor;
            half4 _SpecColor;
            float _Shininess;
            half  _AmbientStrength;
        CBUFFER_END
        ENDHLSL

        Pass
        {
            Name "ForwardLit"
            Tags { "LightMode"="UniversalForward" }

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            struct Attributes
            {
                float4 positionOS : POSITION;
                float3 normalOS   : NORMAL;
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float3 positionWS : TEXCOORD0;
                float3 normalWS   : TEXCOORD1;
            };

            Varyings vert(Attributes input)
            {
                Varyings output;
                VertexPositionInputs pos = GetVertexPositionInputs(input.positionOS.xyz);
                output.positionCS = pos.positionCS;
                output.positionWS = pos.positionWS;
                output.normalWS = TransformObjectToWorldNormal(input.normalOS);
                return output;
            }

            half4 frag(Varyings input) : SV_Target
            {
                float3 N = normalize(input.normalWS);
                float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
                Light mainLight = GetMainLight();
                float3 L = mainLight.direction;
                half3 radiance = mainLight.color * mainLight.distanceAttenuation;

                float NdotL = dot(N, L);
                half3 diffuse = _BaseColor.rgb * saturate(NdotL);

                // 半程向量:L 与 V 的“角平分线”。L、V 几乎相反时 L+V 接近零向量,用 SafeNormalize 防 NaN
                float3 H = SafeNormalize(L + V);
                float NdotH = saturate(dot(N, H));
                float spec = pow(NdotH, _Shininess) * step(0.0, NdotL);

                half3 color = (diffuse + _SpecColor.rgb * spec) * radiance;
                color += _BaseColor.rgb * SampleSH(N) * _AmbientStrength;
                return half4(color, 1);
            }
            ENDHLSL
        }

        // ---- 投影与深度:本章先照抄,原理见第 6 章 ----
        Pass
        {
            Name "ShadowCaster"
            Tags { "LightMode"="ShadowCaster" }
            ZWrite On
            ZTest LEqual
            ColorMask 0

            HLSLPROGRAM
            #pragma vertex ShadowDepthVert
            #pragma fragment ShadowDepthFrag
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
            #include "Assets/Cookbook/Ch05/Ch05ShadowDepth.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "DepthOnly"
            Tags { "LightMode"="DepthOnly" }
            ZWrite On
            ColorMask R

            HLSLPROGRAM
            #pragma vertex DepthOnlyVert
            #pragma fragment DepthOnlyFrag
            #include "Assets/Cookbook/Ch05/Ch05ShadowDepth.hlsl"
            ENDHLSL
        }
    }
}