1. Lambert
Diffuse Light
與視角無關
float
NdotL = max(
0.0
, dot(s.Normal, lightDir));
float4 finalColor;
finalColor.rgb = s.Albedo * _LightColor0 * NdotL;
finalColor.a = s.Alpha;
return
finalColor;
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2. Half-Lambert
半條命起源
可以看清物體暗的部分的形狀,因此物體顯得更加扁平
float
NdotL = max(
0.0
, dot(s.Normal, lightDir));
float
HalfLambertDiffuse = pow(NdotL *
0.5
+
0.5
,
2.0
);
float4 finalColor;
finalColor.rgb = s.Albedo * _LightColor0 * HalfLambertDiffuse * atten;
finalColor.a = s.Alpha;
return
finalColor;
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3. Phong
表現高光效果
diffuse light and specular light
float
NdotL = max(
0
, dot(s.Normal, lightDir));
float3 lightReflectDirection = reflect(-lightDir, s.Normal);
float
RdotV = max(
0
, dot(lightReflectDirection, viewDir));
float
spec = pow(RdotV, _SpecPower/
4
) * _SpecularColor;
float4 color;
color.rgb = (s.Albedo * _LightColor0.rgb * NdotL) + (_LightColor0.rgb * _SpecularColor.rgb * spec) * atten;
color.a = s.Alpha;
return
color;
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4. Blinn-Phong
建立在Phong的基礎上。Phong計算light reflection vector ,而Blinn計算Half Direction替之,即燈光方向和視角方向的半角向量。
好處是高光更加柔和。
float
NdotL = max(
0
, dot(s.Normal, lightDir));
float3 halfVector = normalize(lightDir + viewDir);
float
NdotH = max(
0
, dot(s.Normal, halfVector));
float
spec = pow(NdotH, _SpecPower) * _SpecularColor;
float4 color;
color.rgb = (s.Albedo * _LightColor0.rgb * NdotL) + (_LightColor0.rgb * _SpecularColor.rgb * spec) * atten;
color.a = s.Alpha;
return
color;
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5. PBR
完全基於物理的
6. Banded-lighting
將連續的燈光變為離散的一段一段的
float
NdotL = max(
0.0
, dot(s.Normal, lightDir));
float
lightBandsMultiplier = _LightSteps /
256
;
float
lightBandsAdditive = _LightSteps /
2
;
fixed bandedNdotL = (floor((NdotL *
256
+ lightBandsAdditive) / _LightSteps))
* lightBandsMultiplier;
float3 lightingModel = bandedNdotL * s.Albedo;
float3 attenColor = atten * _LightColor0.rgb;
float4 finalDiffuse = float4(lightingModel * attenColor,
1
);
return
finalDiffuse;
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7. Minnaert
特別適合天鵝絨或月亮,這類多孔可滲透性或纖維狀的表面,這類表面會導致大量光反向散射
float3 viewDirection = viewDir;
float
NdotL = max(
0
, dot(s.Normal, lightDir));
float
NdotV = max(
0
, dot(s.Normal, viewDirection));
float3 minnaert = saturate(NdotL * pow(NdotL*NdotV, _Roughness));
float3 lightingModel = minnaert * s.Albedo;
float3 attenColor = atten * _LightColor0.rgb;
float4 finalDiffuse = float4(lightingModel * attenColor,
1
);
return
finalDiffuse;
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8. Oren–Nayar
Lambert 光照模型,是一個讓光線向各個角度都均勻輻射的模型。這個均勻實在太不可思議了,真實物體表面理應不是這樣的。
在燈光方向不變的情況下,觀察物體的角度不同,物體表面光強、顏色也會發生變化(一般粗糙物體正光光強比背光光強要強)。就是光線向各個角度並非均勻輻射。
Oren-Nayar model 這個主要來自於Michael Oren和Shree K. Nayar在SIGGRAPH94上發表的論文Generalization of Lambert’s Reflectance Model。里面通過統計的等手段總結出比較接近真實粗糙表面的數學公式
http://www1.cs.columbia.edu/CAVE/publications/pdfs/Oren_SIGGRAPH94.pdf
float
roughness = _Roughness;
float
roughnessSqr = roughness * roughness;
float3 o_n_fraction = roughnessSqr / (roughnessSqr + float3(
0.33
,
0.13
,
0.09
));
float3 oren_nayar = float3(
1
,
0
,
0
) + float3(-
0.5
,
0.17
,
0.45
) * o_n_fraction;
float3 viewDirection = viewDir;
float
cos_ndotl = saturate(dot(s.Normal, lightDir));
float
cos_ndotv = saturate(dot(s.Normal, viewDirection));
float
oren_nayar_s = saturate(dot(lightDir, viewDirection)) - cos_ndotl * cos_ndotv;
oren_nayar_s /= lerp(max(cos_ndotl, cos_ndotv),
1
, step(oren_nayar_s,
0
));
//lighting and final diffuse
float
attenuation = atten;
float3 lightingModel = s.Albedo * cos_ndotl * (oren_nayar.x + s.Albedo * oren_nayar.y + oren_nayar.z * oren_nayar_s);
float3 attenColor = attenuation * _LightColor0.rgb;
float4 finalDiffuse = float4(lightingModel * attenColor,
1
);
return
finalDiffuse;
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