源码 / Ch05/HalfLambert.shader
Ch05/HalfLambert.shader
// 案例 5.2 Half-Lambert:把 [-1,1] 的 N·L 线性映射到 [0,1],再可选地做一次幂 Shader "Cookbook/Ch05/HalfLambert" { Properties { [MainColor] _BaseColor("Base Color", Color) = (0.85, 0.5, 0.25, 1) _Power("Power (1 = 线性, 2 = Valve 原版)", Range(1, 4)) = 2 _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; half _Power; 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 normalWS : TEXCOORD0; }; Varyings vert(Attributes input) { Varyings output; output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.normalWS = TransformObjectToWorldNormal(input.normalOS); return output; } half4 frag(Varyings input) : SV_Target { half3 N = normalize(input.normalWS); Light mainLight = GetMainLight(); half3 radiance = mainLight.color * mainLight.distanceAttenuation; // 注意这里没有 saturate:背光面的负值也要参与映射 half NdotL = dot(N, mainLight.direction); half halfLambert = NdotL * 0.5 + 0.5; // [-1,1] -> [0,1] halfLambert = pow(halfLambert, _Power); // Valve 原版取平方,让暗部重新“沉下去” half3 diffuse = _BaseColor.rgb * radiance * halfLambert; half3 ambient = _BaseColor.rgb * SampleSH(N) * _AmbientStrength; return half4(diffuse + ambient, 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 } } }