first step for BlinnPhongPureColor

This commit is contained in:
2023-10-31 17:59:12 +08:00
parent 4ed0e281b2
commit c4deceebd9
9 changed files with 79 additions and 18 deletions

View File

@@ -1,17 +1,12 @@
#Material
Name Blinn-phong shading model only color
Base Std3D
#Material
Name BlinnPhong+HalfLambert shading model only color
Reference https://zhuanlan.zhihu.com/p/442023993
Base Std3D
Require LocalToWorld,Camera,Sun
Require LocalToWorld,Camera,Sun
#MaterialInstance
Code
{
float Diffuse;
float Intensity;
}
#VertexInput
vec3 Normal
@@ -30,4 +25,40 @@ Code
}
#Fragment
Output
{
vec4 FragColor;
}
Code
{
void main()
{
//将法线归一化
vec3 world_normal =normalize(Input.Normal);
//对世界坐标下的灯光方法归一化
vec3 world_light_direction =normalize(sun.direction);
//点乘法线和光照
vec3 diffuse =0.5*dot(world_light_direction,world_normal)+0.5;
//直接光颜色
vec3 direct_color =sun.diffuse*diffuse*sun.color;
#ifndef HAVE_SPECULAR
FragColor=vec4(direct_color,1.0);
#else
//归一代视角方向
vec3 view_direction =normalize(camera.pos-world_position);
//世界坐标下的反射光方向
vec3 reflect_direction =normalize(reflect(-world_light_direction,world_normal));
//高光
vec3 specular =sun.specular*pow(saturate(dot(reflect_direction,view_direction)),gloss);
FragColor=vec4(direct_color+specular,1.0);
#endif//HAVE_SPECULAR
}
}

View File

@@ -9,6 +9,7 @@ vec2 TexCoord
#MaterialInstance
Length 120
Stage Fragment
Code
{
vec4 x_color;
@@ -31,6 +32,7 @@ Output
{
vec2 TexCoord
}
Code
{
void main()
@@ -72,12 +74,13 @@ Code
// ======= AXES
float xb = step(abs(x) - mi.axis_line_width, 0.0);
float yb = step(abs(y) - mi.axis_line_width, 0.0);
color.rgb = mix(color.rgb, mi.x_axis_color.rgb, (xb));
color.rgb = mix(color.rgb, mi.y_axis_color.rgb, (yb));
// ======= CENTER
float cb = length(vec2(x,y))-mi.center_radius;
color.rgb = mix(color.rgb, mi.center_color.rgb, cb>0.0?0.0:smoothstep(0,edge*256.0,abs(cb)));
color.rgb = mix(color.rgb, mi.center_color.rgb, cb>0.0?0.0:smoothstep(0,edge*mi.scale.y,abs(cb)));
FragColor=color;
}