源码 / Ch05/Lambert.shader
Ch05/Lambert.shader
// 案例 5.1 Lambert 漫反射:只计算主光源的 N·L,再加一点球谐环境光 Shader "Cookbook/Ch05/Lambert" { Properties { [MainColor] _BaseColor("Base Color", Color) = (0.85, 0.5, 0.25, 1) _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 _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); // 法线要用“逆转置矩阵”变换,TransformObjectToWorldNormal 已经处理了非等比缩放 output.normalWS = TransformObjectToWorldNormal(input.normalOS); return output; } half4 frag(Varyings input) : SV_Target { // 插值后的法线长度不再是 1,必须重新归一化 half3 N = normalize(input.normalWS); Light mainLight = GetMainLight(); // direction 指向光源;color 已经乘过 Intensity,是线性空间的 HDR 值 half3 radiance = mainLight.color * mainLight.distanceAttenuation; // 余弦定律:背光面 N·L < 0,必须截断到 0,否则会“吸收”别的光 half NdotL = saturate(dot(N, mainLight.direction)); half3 diffuse = _BaseColor.rgb * radiance * NdotL; // 环境光:来自天空的球谐光照,第 8 章细讲。没有它,背光面会是纯黑 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 } } }