冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 

65 lines
1.8 KiB

Shader "Unlit/TestFresnelShader"
{
Properties {
_Color ("Color Tint", Color) = (0, 0, 0, 1)
_ReflectColor ("Reflect Color",Color) = (0, 0, 1, 1)
_FresnelScale ("Fresnel Scale", Range(0, 1)) = 1
_FresnelBias ("Bias", Range(0, 1)) = 0
_FresnelPower ("Power", Range(0, 5)) = 3
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _ReflectColor;
fixed _FresnelScale;
float _FresnelBias;
int _FresnelPower;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
fixed3 worldNormal : TEXCOORD1;
fixed3 worldViewDir : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = ShadeSH9(fixed4(i.worldNormal,1));
fixed3 reflection = _ReflectColor.rgb;
//fixed fresnel = _FresnelScale + (1 - _FresnelScale) * pow(1 - dot(worldViewDir, worldNormal), 5);
fixed fresnel = max(0,min(1,_FresnelBias+_FresnelScale * pow(1 - dot(worldViewDir, worldNormal),_FresnelPower)));
fixed3 diffuse = _Color.rgb;
fixed3 color = ambient + lerp(diffuse, reflection, saturate(fresnel));
return fixed4(color, 1.0);
}
ENDCG
}
}
FallBack "Reflective/VertexLit"
}